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                        Super Smash Bros. for Wii U
          Light Labs - A Secret Instruction Guide to operating Mega Man

              -Please recommend above if you find it helpful!-
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By: Theguysayhi
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ABOUT THIS FAQ:

==============================================================================

WARNING: CONTAINS METAGAME & ADVANCED TECHNIQUES FOR MEGA MAN, READ CAREFULLY.

(Because a character FAQ for Mega Man was going to happen eventually, best
make it a good one.)

I sort of figured writing a Character Guide for Mega Man would be the hardest
out of any character in the Smash Roster as Mega Man is very complicated to
explain, considering every one of his moves serve different purposes.

Before anyone jumps to conclusions about any of Mega Man's moves, I'd
recommend reading this guide first.

Keep in mind the that you should probably have a feel for Mega Man first
before trying to use any techniques I will explain off the bat. Try to
practise them first in training, or with a sparring partner. In my opinion,
Mega Man has one of the highest learning curves out of the whole character
roster because of how different he is to all the other characters, so it
makes me upset when people claim that Mega Man is a bad character or a
certain move of his is totally worthless, so I thought I'd make a FAQ for
him to help people to bring out Mega Man's full potential.

This Mega Man FAQ guide is written by me, and it is compatible with the 3DS
version and the Wii U version.

This FAQ details everything about Mega Man (Hopefully). His moves,
custom moves, general strategies, specific strategies
(against different characters), etc.

I will give it my best effort to educate the magnificent person reading
this (That's you!) A throughout effort to make you able to play Mega Man
(Or defeat him) to the best of your ability!

Keep in mind that this is my first time writing a FAQ ever, and I'm not
perfect. So of cause, I welcome any tips or suggestions other players may
have for him (And I know there will be), feel free to contact me, and I will
credit you.

I aim for this to be the best (and most detailed) Mega Man guide you have
ever read for Super Smash Bros. for Wii U as of right now!

==============================================================================

TABLE OF CONTENTS                                                   [ToC]

==============================================================================

Use Ctrl + F to skip to specific sections, simply search for the letters
within the brackets listed below.

1.)  Table of Contents                   [ToC]
2.)  Character Overview                  [CHOV]
3.)  Moveset / Custom Moves              [MEST] [Has Sub Sections]
4.)  General Strategies                  [SRT1] [Includes Weaknesses]
5.)  Specific Strategies                 [SRT2] [VS All Characters Here]
6.)  Closing/Credits/Contact Information [CCC]
7.)  Version Info                        [VIN]
8.)  Authorized Websites                 [ADS]

==============================================================================

CHARACTER OVERVIEW                                                    [CHAOV]

==============================================================================

This covers some basics of Mega Man in battle, History, Character Alts, Etc.

--------------------------------Brief History---------------------------------
SUPER FIGHTING ROBOT: MEGA MAN!

Mega Man, is the Main character of the famous video game series "Mega Man"
from Capcom, and is their most Prolific franchise as of yet.

In the story behind the original series, Mega Man is an android called Rock,
created as a lab assistant by the scientist Dr. Light. Following treachery by
Dr. Wily, Rock was converted into a battle robot to defend the world from
Wily's violent robotic threats. Thus he becomes Mega Man.

As Mega Man, you must fight through the levels using some variation of the
"Mega Buster"; a cannon attached to his armÑto shoot the robotic enemies
inhabiting his environment. To defeat a "Robot Master" the boss of the level.
Upon defeat, Mega Man then gains  the ability to use that Robot Master's
special weapon. Each Robot Master is representative of a specific element
or object, with such bosses as Fire Man, Ice Man, Stone Man, and Elec Man.

The weapons Mega Man gains share the theme of the defeated boss. After
defeating all of the Robot Masters, Mega Man travels to a multi-stage
fortress to confront Dr. Wily, the person responsible for the robotic
enemies' destructive acts. In the fortress, Mega Man fights past new
bosses, clones of the game's Robot Masters, and Wily, who is usually
in a large multi-phase war machine.

That's basically the basic conceptus of how his base game plays, and as such,
Most of Mega Man's gameplay has been expertly and surprisingly retained
in Super Smash bros.


-----------------------------Alternate Outfits--------------------------------

All of Mega Man's Alternate Outfits are based on copied Robot Master weapons;
When Mega Man has a Robot Master Weapon in use, he has a different colour
palette to match the weapons motif. If scrolling from default to the right,
the order is:
-Blue
(Based on his design in the original Mega Man series.)
-Red
(Based on his original coloration when using Rush Coil beginning in
Mega Man 3.)
-Green
(Resembles the Hyper Bomb palette from the original Mega Man, as well as the
Leaf Shield palette from Mega Man 2.)
-Brown
(Resembles the Metal Blade palette from Mega Man 2.)
-Cyan
(Resembles the Air Shooter palette from Mega Man 2.)
-Yellow
(Resembles the Slash Claw palette from Mega Man 7.)
-Orange
(Resembles the Flame Sword palette from Mega Man 8.)
-Gray
(Resembles the Top Spin palette from Mega Man 3.)

As cool as they look, they make no differences to gameplay.

--------------------------- Trophy Descriptions ------------------------------
Mega Man
-Unlocked by beating Classic Mode as Mega Man

NA: "The main hero from Capcom's 1987 action game, Mega Man. He travels from
stage to stage, defeating Robot Masters to obtain new weapons. He uses this
vast arsenal in Smash Bros. in a variety of ways. Metal Blades, for example,
can be fired in eight directions and picked up off the ground!"

PAL: "In 1989, Capcom's new action hero, Mega Man, arrived in Europe! He made
his way through levels, defeated bosses and took their weapons. He's got
plenty of weapons in this game, too. His Metal Blade, for example, can be
thrown in eight directions and goes right through foes! If it sticks in
the ground, though, anyone can pick it up."

Mega Legends (Mega Man)
-Unlocked by beating All-Star Mode as Mega Man

--------------- Palutena's Guidance Conversation (Wii U) ---------------------

Viridi: "Hey look! It's Mega Man!"

Pit: "It that really him? It is really him! WOW!"

Viridi: "I hope he busts out his  Mega Buster!"

Pit: "I wanna see his Charge Shot!"

Palutena: "Flame Blast!"

Viridi: "Leaf Shield!"

Pit: "Rush Coil!"

Palutena: "Metal Blade!"

Viridi: "Spark Shock!"

Pit: "Air Shooter!"

Palutena: "Crash Bomb!"

Viridi: "Slash Claw!"

Pt: "Flame Sword!"

Everyone: "Hard Knuckle!"
------------------------------ Misc / Other ----------------------------------

On the background screen in the boxing ring from "Punch Out!", his title is:
"The Blue Bomber"

------------------Mega Man in Super Smash Bros Wii U/3DS----------------------

Now, suffice to say, Mega Man plays very differently to the rest of the Smash
cast. This is because he does not widely use hand-to-hand combat, but relies
on his large arsenal of weaponry. As a result of this, most of Mega Man's
moves are Projectiles. However, despite popular belief, Mega Man cannot play
the "Camper Spam and Shoot game" like Link or Samus. To win as Mega Man,
you have to use every trick, move, and tactic in the book to make your way
to victory. However, this combined with how differently he plays to the
other characters in Smash Bros gives him a very high learning curve to play
as. But don't look at this the wrong way, Mega Man is by no means a bad
character. In fact, he is used in official tournaments with pleasing results
with people that know how to use him effectively, and even then, as a
experienced Mega Man player, I see that they don't utilise Mega Man's full
potential. That said, I see Mega Man moving up as a character as more
people start using him.


---------------------------  Weight Ranking  ---------------------------------

"Weight" is one of the factors that determines resistance to "knock back."
Generally, the higher the weight, the lower you get pushed back by attacks,
and less distance sent flying, or harder to KO. It's also harder to land combo
attacks on lighter characters as they are sent farther away from each attack,
and so harder to line up combo moves.

Mega Man is a relatively heavy character with a tested weight value of 102,
which combined with his good recovery, gives him quite a bit of survivability
in battle, that ranks him as the 14th heaviest character out of the 49 Current
character roster (Not including Mewtwo and Mii characters) How ever, he is
very susceptible to juggling and combos, so keep that Air Dodge handy.

-------------------- Overall Strengths and Weaknesses -----------------------

Allow me to briefly talk about some of Mega Man's Strengths and Weaknesses as
a character in Super Smash Bros. For Wii U. We'll talk about these things in
more detail later on, but for now; I'll put them as simply as possible:

+ All of Mega Man's Kill moves are plentiful, kill ridiculously early and
most of them are reliable.
       - However, some of his most powerful ones are a high risk-high reward,
         and are difficult to land.
       + Contrary to this, Mega Man's moves that kill at very high percents
         are stupidly easy to land, making sure the opponent never overstays
         their welcome.

+ Mega Man plays the "Pressure Game" quite well for Mid-range, making stage
 domination easy.
       - How ever, he can get pressured in the close range and the long range
      as well if you don't know what your doing.

+ Mega Man has one of the best grabs in the game, the range is quite
deceiving, has good damage, allows for a lot of follow ups, and gives stage
control in a pinch.

+ Mega Man has the most awkward character matchup due to his unique play
style, having a easier time on certain characters that are otherwise more
difficult to beat, and forces the opponent to play differently.
       - Respectivly, you must also adapt if your current strategy is not
      working, Mega Man is not a "One strategy for all" character, you need
      to use all of your moves to win, some may be better suited than others
      every time.

+ All of Mega Man's moves have uses, and their usefulness changes every time
you face someone, some give laughable advantages, allow mind games, and puts
the opponent in unfavourable conditions. (See above paragraph)
       - Of course, this adds to the learning curve.

+ Mega Man is one of the best edge guarders in the game, fact. He has so many
options and moves that can be used to make any character shake in fear off
stage. With practice and proper reads, Mega Man can guarantee a easy hit
on any one off stage, with use of his weapons at his disposal.

Tools (Usefulness varies between characters and recovery methods)
include:

Slash Claw (Back Air)
Metal Blade (Neutral B, At various angles, not just straight)
Flame Sword (Forward Air)
Leaf Shield (Down B)
Air Shooter (Up Air)
Neutral Air
Flame Blast (Down Smash)
Spark Shock (Up Smash)
Hard Knuckle (Down Air)

Yes, that is quite a lot of options, and they are all quite valid and
reliable for edge guarding. I'll explain the uses in more detail in the
Move Set Section of this Guide


----------------------------Custom Equipment Types----------------------------

These are  the types of Custom Equipment Mega Man can use. The categories
are Attack, Defence, and Speed. (A, D, and S).

Anything with the below titles in it she can equip (for example: The "Well-
Worn Boots" can be equipped as they are in the "Boots" category. "Super Brawn
Badge" can be equipped because it is in the "Brawn Badge" category."

Attack (Orange): (A+ / D-)
Brawn Badges / Arm Cannon

Defence (Blue): (D+ / S-)
Protection Badges / Helmet

Speed (Green): (S+ / A-)
Agility Badges / boosters

I've always had customs for Mega Man as a "Tank" of sorts, boasting high
defence and attack, as speed does not really factor in to Mega Man's play
style at all, making the trade off worth while. However, it really does
depend on your strategies that you have in mind. Generally, a more balanced
Mega Man (all positive categories) is the best approach for general usage,
as one would imagine.


==============================================================================

MOVESET / CUSTOM MOVES                                                  [MEST]

==============================================================================

Right, now we're getting into the nitty gritty stuff. This section will cover
every weapon and attack in Mega Man's arsenal. Since this is Mega Man we're
talking about, and every move is different and has different moves I'll list
Tactics and explain from my experience what they are good for. Again, if you
have more tips or suggestions other players may have for him do contact me
and I'll add it in, and credit you.

I'll describe their damage ranges, followed be a description of what the move
consists of, Percent that can KO, and the useful scenarios it can be used in.

Keep in mind that I will be referring to the Gamepad/Wii U Pro/3DS/Gamecube
Controller when talking about inputs for moves.

DISCLAIMER: Aside from Mega Man's Down B's and Danger Wrap,
I haven't tried/don't have much experience from any of his other customs.
As such, I won't include explanations for custom moves on this guide as of
yet until I try them out properly, so more strategies on them would be
appreciated! Also, The amount of Damage and Knock back will not always be
spot on because of Stale move Negation/Repetition effect and Rage effect
(I'll explain below)

Use Ctrl F to skip to a specific section:
-Stale move Negation/Repetition effect and Rage effect [EX01]
-Standard / Tilt Attacks                               [M001]
-Aerial Attacks                                        [M002]
-Smash Attacks                                         [M003]
-Special Attacks / Custom Special Attacks              [M004]
-Grabs/Throws                                          [M005]
-Taunts                                                [M006]
-------------------------------------------------------------------------------
------- Stale move Negation/Repetition effect and Rage effect [EX01] ----------
-------------------------------------------------------------------------------
Ok, this section doesn't specifically apply to Mega Man; it applies to the
whole smash cast. But I thought I'd briefly touch upon it as it is quite
technical, due to not many people knowing about it, and because it affects
game play quite a bit.

I'll explain as best as I can as Briefly, and simply as possible. To put it
simply; they are variables that affect the damage output of a character under
certain conditions, these can be positive of negative.

Keep in mind that these factors DO NOT show up in Training Mode, these factors
only affect gameplay in actual matches.


-----Stale move Negation/Repetition effect

This factor is quite difficult to explain in detail. The purpose of stale-move
negation is to discourage players from using the same attack repeatedly or
over-frequently, and encouraging the utilisation of a character's entire moves
set. It refers to how moves cause less damage and knock back as they are used
multiple times in a row. The strength of a move increases back to its regular
power as other moves are used.

Moves not yet affected by stale-move negation are referred to as fresh. Moves
are only affected by stale-move negation if they connect with an opponent or
other object that can take damage.

For example, If a move is not in the list of recently-used moves, it earns a
freshness bonus of 1.05x damage - therefore, very few attacks ever deal the
exact damage they are programmed to do. Think of this as another reason to
utilise every move the Mega Man has.

--------------The Rage effect
Exclusively in Smash Bros for Wii U and 3DS, characters at higher percentages
will deal more knock back than if they were at zero Percent damage.

To put it simply; All Moves are increased in KO potential when you are at
a high percent.
(This is important for all of Mega Man's KO percents, they could KO at even
lower percents, judging on how high your percentage is at.)

------------------------------------------------------------------------------
------------------ Standard / Tilt Attacks (A button) [M001] -----------------
------------------------------------------------------------------------------

----------------- Standard Neutral Jab attack (Mega Buster) ------------------
(No Directional input + A)
Name: Mega/Rock Buster
Damage: 2%, 2.5% sweet spot
Knock Back: Fixed Knock Back, pushes the opponent back when used at point
blank; which is where the sweet spot is located. No KO potential

   -Utilises Mega Man's signature weapon, the Mega buster. Mega Man fires up
    to three shots of compressed solar energy at the opponent. These shots
    travel a short- midrange distance.

Strategies and tactics:

Buster shots are a critical part of Mega Man's "bread and butter" game, and
as a result, they have a lot of uses. As one will notice, This Jab attack
is not a "True" Jab attack at all, and cannot be used similarly. However,
the advantage to having Jab like this is that you can easily deal bursts
of damage safely while disrupting others.

Buster Shots are great for interrupting approaches and moves with bad
startup, especially at a distance, they can also instantly cancel out any
weak projectile in your way, which is more than helpful, including the fact
the you can always shoot more.

Reflectors are no problem for this move as the other bullets you fire will
cancel out each other anyway.

As a result, this makes the move very safe.

However, Mega Man suffers a tiny amount of end lag from shooting more shots
after he fires the 3rd shot, What you should do then is either

A: fire a second wave of buster shots if the an opponent is out of range to
attack you

B: Utilise a different move depending on how far or how close the opponent
is. Eg; something like Metal Blade (Neutral B) or Slide Kick (Down tilt)is
quite effective

C: If the Opponent is too close for comfort, you can actually jump to safely
immediately after firing the 3rd shot, this is possible because there is
actually no "Real" end lag after firing. There is just cool down on the
buster shots.

D: Seriously, this technique /\ is very important for hyper offensive
opponents, Use the Mega Buster as a spacing tool to stop people from getting
near you. Seriously, don't feel afraid to shot all the time when your
opponent is trying to "Get in". Combine this with neutral air, while short
hopping backwards, then working close with forward tilt, and your nearly
untouchable. Rinse and repeat; and you will punish just about every
approach.

When you get the hang of this, you can mix this in with Mega Man's other
moves like his specials and aerials.

This move, along with his forward tilt, can be used to knock people off edges
and stage platforms. This will automatically force a hard fall and allow for
Jab locks.

If done to get the opponent off the edge of a stage like final destination,
you can immediately follow up with Back air for a stage spike. It's quite
effective.

---------------Standard Forward Tilt attack (Mega Buster Run)----------------
(Direction Forward + A)
Name: Mega/Rock Buster Run
Damage: 2%, 2.5% sweet spot
Knock Back: Fixed Knock Back, pushes the opponent back when used at point
blank; which is where the sweet spot is located. No KO potential

-Literally the same as Standard Neutral Jab attack, except Mega Man
 performs it while walking.

Strategies and tactics:

Aside from be exactly identical, and having the same strategies as above,
It can be used for a better approach to getting closer, It also makes
getting close to projectile characters a "walk" in the park as every shot
you fire cancels out every projectile trying to stop you.

You can also try walking whilst firing right past the opponent, but this is
only good in certain situations.

Mix this up with Metal Blade and Crash Bomb and you've got your self a solid,
spot that puts your opponent in a bad position (Provided they're on the
ground)

The "Mega Buster Run" can also be used to punish a hard fall though a "jab
lock". Fire 3 rapid lemons (While walking) and a shoryuken since they come
out quickly with hard to escape range. That's an easy 24% damage, and a
sweet KO if your opponent is at the Shoryuken KO percent.

-----------------Standard Down Tilt attack (Slide Kick)----------------------
(Direction Down + A)
Name: Slide Kick
Damage: 8% early, 5% late
Knock Back: Knocks the opponent forward at a relatively low angle just above
you, KO's at around 180%, very easy to pull off.

  -Mega Man's signature sliding kick attack from the Mega Man games.
   Mega Man moves approximately four character lengths forward with this
   move.


Strategies and tactics:

This move is especially vital for aggressive players, and good as a surprise
attack, the distance covered is very forgiving, and favours Mega Man's mid
range game should opponents get too close. This move is best used with other
moves as a "combo attack" when combined with the Metal blade and the
Mega Buster. In fact, a Aerial Metal blade hit, followed by a Down tilt as
the opponent is falling, is a TRUE combo.

Using the Sliding Kick is good for quick mobility as well, which can save you
in a pinch. It has the effect of reducing Mega Man's hit box as if he was
crouching, allowing him to pass under some attacks. The distance traveled
when using this move will also act as a 'Dodge' of sorts, allowing you to
pass under aerials, tilt attacks, and dash attacks.

Like the Mega Buster, this is a great interrupting move. However, it is also
VERY predictable if used heaps, and IT IS NOT SAFE on shield, should it be
blocked, it's very easy for an opponent to grab you and deal some nasty
damage. that said, it's still a great move. It's great at punishing
approaches like dash attacks and landings, just don't get too predictable.

Down Tilt can also hit Players that have lost invincibility frames when
grabbing the edge.

--------------------Standard Up Tilt attack (Mega Upper)--------------------
(Direction Up + A)
Name: Mega/Rock Upper (Or as I like to call it; the Shoryuken!)
Damage: 17% sweet spot, 12% sour spot, and 8% when the opponent is in
the air when you use it
Knock Back: Has ridiculously high knock back and can kill at ridiculously
low percentages, Kills at around 75-95% (The heavier the character, the
higher this number is)

- A jumping uppercut which is based on the move of the same name from
 Marvel vs. Capcom, which is itself a tribute in of itself to the
 Shoryuken from the Street Fighter series. No start up lag what so ever,
 But has high ending lag.

Strategies and tactics:

This move is awesome to use, it's high damage - high knock back make it
a high risk- high reward move should you land it, plus, it looks
spectacularly awesome. Think of it like a Little Mac mini KO punch, the
screen even stops for a moment when you sweet spot the move.

This move has no start up lag AT ALL, and you are completely INVINCIBLE
until the hit boxes disappear, so that's also good to know.

All right, this move is trickily to land, but it's relatively easy to land
when compared to attacks like "PK Flash" "Luigi's Fire Jump punch",
"A Fully charged shield breaker", Jiggly's "Rest Move" or "Falcon Punch"

With Practice, It's not too hard to land, and even a sour spot whiff deals
12% damage, which is still goodÉ

When ever the opponent is at 75-85% I'm on Shoryuken alert; Also keep in
mind the Rage effect that I talked about above. If your at 100% damage,
and your looking for a Shoryuken; You can KO Middle weights at about 79%
and light weights at about 65%

I should probably help you out if you want to land it, there are a
couple of ways:

1. Out of shield/Perfect Shield punish; Great if an opponent does a aerial,
Tilt attack, or late dash attack. It looks super stylish. Easy to land with
practise.

2. Perhaps the easiest way; When ever the opponent whiffs a move (Usually a
Jab or smash attack), (Or just stands still in general) Quickly roll behind
them (This takes practice to get the range of the roll right.) andÉ
Shoryuken!

3. Simply walk up to them and Up Tilt. This is very hard to do in
competitive play, but still possible, do it as soon as the opponent
whiffs a forward smash, then walk up and do that thing we talked about.

4. If your opponent has a hard fall, (Where they are lying on the ground)
You can perform a "Jab Lock". Jab lock opportunities come every once in
awhile but there are certainly ways to hope that an opponent has a hard
landing. They can still tech out of a hard fall, but if they don't then
you can capitalize and punish them for not teching. My most favorable way
of doing jab locks is after 3 rapid lemons (f-tilt) and a shoryuken since
they come out quickly with hard to escape range. That's an easy 24% damage,
and a sweet KO if your opponent is at the Shoryuken KO percent.

5. Shanangens with Metal Blade. (I'll explain in detail in the Metal Blade
move section)

If you do miss the Shoryuken, Mega Man will fall back down and recover
for a short while. This is actually hard for people to punish by surprise
because Mega Man is actually in the air when they try to get the punish in.
(Which is good because as soon as you touch the ground your free to move
again.) Of cause, this is only if you face a opponent that has no clue what
they're doing; Tougher players will not be just as forgiving.

An anti air Shoryuken (as I like to call it) can be just as useful as
a normal Uptilt. when it hits an opponent in the air, It does decent
damage, and is easier to hit with; If you would excuse the landing lag.
Fortunately, is your opponent is at mid-high percentages, You'll suffer no
risk as the victim will be out in the air as you recover. This is best
used for aerial approaches, or as a juggling alternative for damage.

-----------------------Standard Dash attack (Top Spin)------------------------
(Dash + A)
Name: Top Spin
Damage: A Multi hit move that deals, 1%,1%,1%,1%,1%,1%,1%,3%
for a total of 10% damage (If all hits connect).
Knock Back: Has decent horizontal knock back on the final hit. KO's at around
260%

- This move Based on Top Man's weapon from Mega Man 3.
  Mega Man boosts forwards while spinning, damaging whatever he touches.
  Little startup lag, but small noticeable ending lag.

Strategies and tactics:

This move is great for punishing whiffed moves and landings when opponents
are vulnerable, Does great damage for a dash attack, and knocks opponents
away to a safe distance. But it's risky to pull off like a normal dash
attack, Because this move IS NOT SAFE on shield at all, if the opponent
fully shields this attack they are able to grab you mid attack, or though a
pivot grab when the move ends.

However, this attack does beat other dash attacks because of
the long duration, and the trapping effect, It surrounds a hit box around
Mega Man that can also negate weak projectiles when the move starts.

This move is also effective on power shielders. As said above, this move is
NOT SAFE on shield at all, however, if you do happen to hit an opponents
shield, because it is a Multi hit move, and it lasts for quite a long time,
and should the opponent drop the shield before the move ends, they will
still be trapped and receive damage and be knocked back on the final hit.

Successfully knocking your opponent off the edge allows for Edge guarding
tactics and follow ups.

This move is also great for reads and tells, if your in range, and you think
you can land it, and your opponent looks like he won't be ready for it;
DO IT.

------------------------------------------------------------------------------
--------------------- Aerial Attacks (A button) [M002]------------------------
------------------------------------------------------------------------------

-------------------------Neutral Air (Mega Buster)----------------------------
(No directional input + A [Performed in the air])
Name: Mega/Rock Buster (Yes, it has the same name as the jab)
Damage: 2%, 4% when sweet spotted, Sweet spot is located at Mega Man's cannon.
Knock Back: Normally has no knock back what so ever, but when hit with the
           sweet spot, has high knock back that pushes the opponent away.
           Sweet spot does KO at Sudden Death Percents from the middle of
           Final Destination.

- Literately looks and acts identically to Mega Man's Jab and forward tilt,
  The difference being Mega Man shoots in the air.

Strategies and tactics:

Mega Man's Neutral Air is good for safely intercepting aerial approaches.
Hitting with the sweet spot is especially helpful as the knock back is
strong enough to send opponents off the stage, allowing for follow ups.

As a neutral air, you can use it to knock opponents back if they get too close
for comfort (Where the sweet spot is located).

You can also use this move to reliably cover your fall back down should
you be hit into the air. This is because this move in the air can be used
with Mega Man's Jab and Forward tilt as a good follow up, resulting in no
landing lag after because they are technically the "Same move". Being that the
move doesn't cancel after you hit the ground like most aerials, you just keep
shooting. You can also move around in the air freely from when you shoot
the first pellet, to the third one. This means you can move backwards while
doing so, improving defence.The implications of this is that you can combine
this with Mega Man's Jab and Forward tilt to space properly in the air, and
on the ground to space efficiently in the air and the ground! This is best
done when you short hop from Jab into Neutral air + Move around. Rinse and
repeat.

you can sort of edge guard as well with this move as well.
some scenarios, I find the best way to edge guard with this move is if
a character tries to recover low, and attempt to grab the edge at an angle
where it is hard to hit a down air.

Characters such as Captain Falcon or Marth attempt to do this quite a lot.

What you should do is run off stage, and fire shots just below the edge,
given the range, and with practice, hits will cause them to flinch, and
if they hit the sweet spot. Although this isn't that practical for edge
guarding compared to the other tools Mega Man can use

To get back up, just use Mega Man's double Jump and Rush coil.

Alternatively, you can also jump up in to the air on stage and fire to edge
guard opponents that recover from an angle with out going for the edge, but
Mega Man has better tools for this.

-------------------------Forward Air (Flame Sword)----------------------------

(Forward direction of where Mega Man is facing + A [Performed in the air])
Name: Flame Sword
Damage: 9% Sweet spot - 8% Sour spot, 5% late
Knock Back: Decent horizontal knock back, KO's at about 230% (From middle of
           Final Destination)

- Based on Sword Man's weapon from Mega Man 8. Mega Man does a quick overhead
  slash from a flaming sword.

Strategies and tactics:

This move has good priority, and will beat most Forward airs if you have your
timing right.

Flame Sword is a great forward air, it may have superior vertical range and
Priority against other aerials, but it lacks in horizontal range, meaning
that tackling other aerials in the air head on is quite difficult.

When using to intercept players in the air, keep in mind that Flame Sword
has superior vertical range and Priority, Try and place opponents just above
where Mega Man's head is. If you do this, You'll get the sweet Spot for 9%
damage, and the priority will take out most aerials that the opponent was
planning to do.

And of cause, this move can be used for edge guarding as well, same principle
as the above paragraph /\ Except your doing it off stage.

Another use of Flame Sword is to Short Hop, then activate Flame Sword to catch
your opponent by surprise, This is a approach tactic that is used by a lot of
people that Try Mega Man out. It's quick, and catches the opponent off
guard if used sparingly. How ever, this action is VERY predictable, NOT
SAFE on shield, and put's Mega Man in a unfavourable position should you Whiff
it. Flame Sword Approaches can be easily exploited by Shielding, followed by a
Grab on the opponent's behalf, so try to avoid doing it too often. However,
Hitting the opponent this way is still favourable, as it will sent the victim
a way quite a bit.

Mega Man's Forward air can also be used to perform the Down throw-Flame Sword
Combo, see the grabs section for more information.


---------------------------Back Air (Slash Claw)------------------------------
(Opposite direction of Mega Man + A [Performed in the air])
Name: Slash Claw
Damage: A Multi hit move for, 3%, 4%, 5% a total of 12%
Knock Back: dangerous horizontal knock back KO's at about %151 from the
           middle of the stage (Final destination) otherwise instant KO at
           around %90 when used off stage at the edge or easy gimp for
           characters with poor recovery

- Based on Slash Man's weapon from Mega Man 7, Mega Man quickly turns
  around and swipes at the air behind him. Good for surprising opponents.

Strategies and tactics:

No start up lag, and little end lag (Except when you land), landing this move
in the air will guarantee every other hit for 12% damage. This move has
powerful supreme KO potential as edge guarding tool, and is reasonably
easy to land for a back air, and given Mega Man's basic physics, all it
takes is a good read and you've got your self a KO!

Because of how simply awesome this move is, you should always try to edge
guard people with this move if they have a predictable recovery, and they
recover from the edge- up. Landing this move off stage will almost always
Guarantee a KO at reasonable percents. Do pull it off at just above the
edge; Jump off the edge first, then take a stab at where your opponent will
be next. Make the read, then Jump/or not jump, and smack them with that
nice back air.
So make sure when your edge guarding, dash to the edge, then quickly turn
around before jumping; this can be done easily by quickly tapping the
analogue stick in the opposite direction, then jump. This is very easy to
do, and when done right, you will exit your dash and do a backwards forward
jump. even though your facing backwards, you can still pull out your Down air
or Up air with ease, so have your back turned even if your not plaining to do
a back air, this is because your opponent "Thinks" your going to pull a back
air, making something like a Down air or Up air muck better to pull off.

Using this move is also good for intercepting opponents in the air should
you get a chance. The large horizontal hit box and quick startup will take
opponent's by surprise, keep that in mind so you don't activate it too
early, as the move vanishes almost just as quickly as it appears.

Following up with Slash Claw though a backwards short hop is quite
beneficial as well, if you get the opportunity. This type attack retains
the The large horizontal hit box and quick startup, and will still give the
opponents a fright, especially if your very close, this technique is really
good. The implications of this is that you can knock the opponent a fair
distance away, and off stage edges and platforms. This technique can also
cause tripping, so keep that in mind as well. Most if not all players will
always power shield this attack because Mega Man's back air is one of the
few that are actually a multi hit move, (Game and Watch's Back air is the
other multi hit back air that I can remember) players will still take the
end damage and knock back at the end of the move. Of cause, if you abuse
this too much then the opponent may get a reality check, and keep their
shield up. A minor down side to this is that you will land before you
completely finish the move, meaning you won't get a full 12% damage.

Aside from all that, it's just a really good back air. You can also stage
spike easily as well because of the horizontal hit box, just run off the
stage and do your thing, it's easy to do on opponents that recover from
the Edge>Down.


---------------------------Up Air (Air Shooter)-----------------------------

(Up Direction + A [Performed in the air])
Name: Air Shooter
Damage: Multi Hit, 3%,3%,3%,2%,2%,2%,1%,1% if all hits connect. Totalling at
       17% average. Damage is dependant on character, for example, Bowser
       would take 20% maximum total and Jigglypuff would take about 4-9%
       damage on average.
Knock Back: Traps foes in the vortex shoot and creates a wind box that shoots
           opponent's skywards, which can technically KO at any percentage
           if it carries characters above the blast line, especially if the
           opponent tries to jump out of it. as a result, higher percentages
           mean a better chance at KOing.

- Based on Air Man's weapon from Mega Man 2, Mega Man fires a small tornado
  straight above him. It travels a fair distance, drawing in opponents who
  touch the tornado. can be shot multiple times, but the previous one
  disappears each time another one is used

Strategies and tactics:

Air shooter is a really good up air used for juggling opponents. Something
keep in mind when using it to juggle is that it is still a multi hitting move;
so for maximum damage, try to get Mega Man to hit the enemy as soon as
you fire it if you can.

There is a special technique that you can pull off called the "Ground Air
Shooter" it's basically just using Air Shooter on the ground. to do it,
perform Air Shooter 'just' as you hit the ground, if done right, you will
fire Air Shooter at a "Ground level" that can hit opponent's that are near
you. The implications of this is that not only will the opponent take the
maximum damage (a whopping 20% Maximum for tall/large characters) as they
are hit at the start of the move, but since opponent's are stunned when in
the tornado, you can follow up with Slash Claw/another Air Shooter/Flame Sword
(Yes, this is a true combo). I'd recommend practising the ground Air Shooter in
training mode on a stationary CPU (Like Bowser) before trying this out on a
real person.

Damage wise, following up with another air shooter can deal a EXTRAVAGANT 40%
damage if you get your timing right, and you land it on a opponent that Air
Shooter is "Super Effective" against, some examples (Not limited to) being:
Bowser, DeDeDe, Shulk, and Captain Falcon.

Advantages to doing this is purely because of the amount of damage, how ever,
you can follow up with Slash Claw instead for about %27 damage and some
sweet knock back, however, you can only do a Slash Claw follow up if you
perform the "Ground Air Shooter" with your back to the opponent. This way,
when they get trapped in the vortex, you can immediately jump and attack
behind;where your helpless victim is waiting.
Differences between Air shooter>Air Shooter Vs. Air Shooter>Slash Claw is
that Air Shooter>Slash Claw has KO potential near the edge of the stage while
Air shooter>Air Shooter does maximum damage. Another is that
Air shooter>Air Shooter does not work on some of the smash cast, like lighter
characters with small hit boxes like Kirby or Jigglypuff. So
Air Shooter>Slash Claw is technically better for that situation, if you can
land the ground Air Shooter while facing backwards in the first place.

Air shooter is also a great edge guarding move for characters that try to
recover in away that is simply hard for most to hit by launching themselves
above the stage in a way that you can't really reach with a aerial attack
(Eg, characters like Yoshi). This will allow you to get a hit as they
recover back on the stage. If your about to do a edge guard, and you think the
enemy will make a rising jump effort, you can bring out this move for some
easy damage.

---------------------------Down Air (Hard Knuckle)----------------------------

(Down Direction + A [Performed in the air])
Name: Hard Knuckle
Damage: 14% sweet spot (Point blank range), 12% otherwise.
Knock Back: This move has a Meteor Smash effect on opponents at 35% Percent
other wise it just pushes victims down. The side hit boxes, (Where you still
get the hit, but you don't receive the Meteor Smash) Have Powerful Horizontal
knock back, Can KO at relatively high percents. Sour spot can KO at about
180% (From middle of final destination)

- Based on Hard Man's weapon from Mega Man 3. Mega Man Fires his fist
  downward in the form of a "Rocket Punch" which is a projectile. This move
  is a meteor smash if sweet spotted, with the sweet spot at the bottom of
  the projectile. the sour spot does horizontal knock back.

Strategies and tactics:

Like Mega Man's Up air, Mega Man's Down Air: Hard Knuckle, is also a
projectile. This move is actually quite unique as it has to "Sweet Spots"
One is when you land the hit at point blank, and the other is when you hit
fair and square in the centre of the "Fist" for a Meteor Smash. Something to
keep in mind.

Mega Man can use hit Hard Knuckle attack to attack opponents from down below
as he lands back on the stage for what ever reason. While risky, if you
connect the hit, you will send the opponent flying away, making a way for a
safe landing and dealing a nice amount of damage. Should you miss, however,
you will suffer landing lag and be punished for it. This tactic is good when
think your opponent will attempt to hit you back up with a Up Smash.

Another tactic adding on to above is that you can negate the landing Lag
by placing Rush Coil (Mega Man's Up B) on the ground (Which will propel you
up) then land a Hard knuckle as you land on rush, this makes the move less
risky and people fall for it because they try to catch you when you try to
land on Rush again, even if you miss, you will simply bounce up again;
negating any punishable end lag.

Using this move to spike or edge guard is reasonably easy for a spike, but
it's a bit different to other spikes because you actually use a projectile to
do it. Naturally, you want to get the spike sweet spot, but hitting the sour
spot will do the same amount of damage, but will sent the opponent at a
horizontal angle, potentially sending them further off the stage, which is
still a good out come.

Attempting to do a spike with this move takes practise and getting used to,
so i'd recommend practising with CPU's (As they are really predictable for
edge guarding). What you want to do, is to not aim at the opponent, but aim at
the spot you think they will be when you activate the move. This is because
the move has a little start up lag when you do it.
First, jump off stage, then take a read at where your opponent will be next.
THEN, take your double jump and shoot your Hard Knuckle where you think your
opponent will be next; if you do it right, you'll land a spike! Congrats!
Another tip I should give you when doing this is to make sure you face
backwards when jumping. This gives the opponent the impression that your are
going to edge guard with a back air, which will make them fearful of
recovering from above so they'll think "Ha! I'm not falling for that Back
AirÉ oh wait that's a Down Air, Noooo!!" and then they get spiked.

Of cause, you can also be planning to do a back air, but make a last minute
change to do a Down air, this will probably not net you the spike most of
the time, but you will still get that 12% or even 14%! (Most of the times
I've got the sweet spot is when I've done this) and some great horizontal
knock back as well.

You can also use Hard Knuckle to stop being juggled, but it's risky as your
wide open before you execute the move, so active it as soon as you see the
tell. Handy for when you think your opponent is going to jump or attempt to
juggle you with a up air.
------------------------------------------------------------------------------
------------------ Smash Attacks (Direction Tap + A) [M003]-------------------
------------------------------------------------------------------------------

-----------------------Forward Smash (Charge Shot)----------------------------
(Tap Forward + A)
Name: Charge Shot
Damage: 12% uncharged<20% charged
Knock Back: horizontal knock back. KO's around 148% quick smash uncharged

- Mega Man charges his buster before firing out a massive projectile. Like
  the Mega Buster, this shot disappears after traveling a moderate distance.
  The longer it is charged, the farther it will go. Its size also increases
  when it is fully charged.

Strategies and tactics:

One of the Weakest forward smash in the game, but also the most practical, it
makes up for it because of it's range and being able to be charged up to full
charge safely because of it's size and range. Think of it like a more
powerful version of Samus's Charge Shot move, except it can't be saved and
doesn't travel as far.

This move is great for punishing ground approaches. Mix it with Metal Blade,
and Mega buster attacks to catch the opponent by surprise. This tactic seems
to hit waayy more than it should do for a smash attack. But beware of jumping
opponent's, as this move has short start up lag, and short end lag, leaving
you open for an attack.

This move is also great when used to punish landings, allowing you to
get a hit on them from a distance. Charge up the move before hand if you
think you can land a hit for massive damage. (Again, just like Samus's
charge shot.) If you happen to knock the opponent of the ground, (Say, using
a move like Top Spin or Slide Kick) you can follow up with a uncharged forward
smash if they don't jump after being hit.
Seeing Mega Man charge his Forward Smash is really scary if your on the
opposing end and trying to land. In fact, it so scary, opponents will often
use their Up B in a effort to get out of it as they can do little to avoid
it if they have exhausted their double jump. Respectively, this tactic will
do little threat on characters with multiple jumps like Kirby, DeDeDe,
MetaKnight, and Jigglypuff. This is tactic is probably the best use of this
move, as you can get it to full charge and fire with ease.

For edge guarding, only do this if you think you can land it, Eg; The
opponent tries to get back on stage without grabbing the ledge.
You can punish their landing, (or hit them while they're doing it) and knock
them back off again. If you can, charge it to maximum for a good result.

This move has not-that-great KO potential as a quick smash move, but the
move does wreak people really hard if you fully charge it for maximum
distance.

A full Charge Shot seems to hit opponents that have lost invincibility
frames when latching on the edge. The thing is, it some times works and
sometimes doesn't, I think it's dependant on the opponent, or how far you
are from theledge, I'll have to test it sometime.

---------------------------Up Smash (Spark Shot)-----------------------------
(Tap Up + A)
Name: Spark Shot
Damage: Multi Hit move for 2%, 2%, 2%, 2%, 2%, 6%, totalling 16% uncharged,
3%, 3%, 3%, 3%, 2%, 9%, totalling 22% fully charged.
Knock Back: KO's around 110% quick smash uncharged.

- Based on Spark Man's weapon from Mega Man 3. Mega Man turns his hands
  into electrodes, creating a powerful multi-hitting ball of electricity
  above him.

Strategies and tactics:

Mega Man's Up Smash is really cool because it creates a large multi hitting
hit box above him, has a quick start up time, and has a large 'start up'
range as Mega Man "drags" opponent's in to the hit box when Mega Man raises
hit electrodes to produce the shock. This move also lasts for a long time,
and normally takes priority over most Down airs. It can hit people that like
to power shield, other wise, it's not too safe on shield.

This move has a lot of practical uses aside from using it like a normal
Up Smash because of the large start-up range it has, meaning you can
effectively use this move to punish rolls as well.

Continuing from the above, this move is handy because you can use it to
punish rolls like a Down Smash at the start of the move. This means
you can you can use it to catch opponents that roll after grabbing the edge.
since it's a multi hit move, it can also be used to hit opponents that chose
to get up normally from the edge; Spark Shock will hit past the short
invincibility frames, and trap them in the move. although this requires a
read to do so.

Spark shock can cause a Stage Spike if you use it near the edge when the
opponent is below you. This works because of how at the start of the move;
Mega Man 'draws in" opponents to get hit. But since the stage is in the
way, the are forced into that, which causes a stage spike. Keep in mind that
this is hugely impractical and incredibly difficult to land though.
</pre><pre id="faqspan-2">
In conclusion, use this not only as a normal up smash, but use it to punish
rollers and people behind you as well, it is a lot safer than Mega Man's
Down Smash as it has a lot of end lag and leaves you open for a punish.

When the opponent is over 110%, this should be your main KO move apart from
back air, don't desperately go out of your way to land a Down Smash,
Sweet Spot Up tilt, or a charged forward smash as your opponent will likely
try to make it harder for you to do. Obviously, if you can make the hit, then
you should do one of Mega Man's other KO moves. But landing a up smash is
just much easier to do.

--------------------------Down Smash (Flame Blast)---------------------------
(Tap Down + A)
Name: Flame Blast
Damage: Quick Smash: 17% Sweet spot, 9% sour spot, Fully Charged: 24% Sweet
Spot and 13% Sour Spot.
Knock Back: KO's around 95% (Fresh) quick smash uncharged (KO's roughly about
5% more than a sweet spotted Up tilt)

- Based on Flame Man's weapon from Mega Man 6. Mega Man creates two flaming
  pillars on either side of him, which launch the opponent upwards. Deals
  Great knock back when hit with the first frames of the hit box.

Strategies and tactics:

Mega Man's down smash is Mega Man's second most powerful move (as a quick
smash), the first being Mega Man's Shoryuken. When Mega Man executes this
move, he will create two vertical hit boxes on either side of him. The hit
boxes have smaller horizontal range than a normal Down Smash, but is unique
because of it's high reaching vertical range; This allows you to hit opponents
above you, behind you, and in front of you.

However, Mega Man's down smash suffers from one slight flaw; This move has
bad priority, and horrific end lag. Obviously, it's fast enough to be used as
a punishing move for rolls, close aerial approaches (Because of the high
vertical range), and whiffed moves. But it won't beat just about any standard
move on the quick draw, unless if you take a read. This move is punishable
when you hit at really low percents. This is because the opponent will not
be knocked far away enough for Mega Man to make a recovery from the end lag
of the move.

This move KO's SUPER early if you charge it (even earlier is you have rage on).
Personally from my experience, you could charge this move in order to punish
a get up from the leadge, or charge it before hand if you think your opponent
will attempt to land near-or above you (keep in mind that Up Smash may be safer
and has faster start up).

This move should only be used when the opponent is over 50%, and you'll
need to look for reads to land it consistently because of the low start up
priority, activate it too late and you'll get punished via what the opponent
will do next, activate it too soon, and you'll either hit with the sour spot
if your read was successful, or whiff it entirely, which is not good.

What this move is consistently good for; is Punishing broken Shields and
Resting Jigglypuffs. This move is your go-to for total ownage for a open
opponent. A fully charged Flame Blast deals 24% Damage, and KO's EXTREMELY
EARLY. Just don't mess up and accidentally pull a down tilt or half charged
Flame Blast, that would be worthy of a face palm.

Down Smash can be used to hit opponents that have lost invincibility frames
when hanging on the edge. However, Flame Blast WILL NOT HIT if you use it
when you are directly above the edge, you must angle it so the end of the
hit box is just touching the ledge.


------------------------------------------------------------------------------
-------------------- Special Attacks (Direction + B) [M004]-------------------
------------------------------------------------------------------------------

-------------------------Neutral Special (Metal Blade)------------------------
(No Direction input + B)
Name: Metal Blade
Damage: Multi hit projectile for 3%, 3% damage (6% total if all hits) and
5%, 5% when thrown as a Item. (Potential for 20% damage if Z-dropped)
Knock Back: Little Knock back, Cannot KO at any Percentage, but does cause
flinching.

- Based on Metal Man's weapon from Mega Man 2. This is a projectile that can
  be fired in one of eight different directions. The blade can be picked up
  and thrown by players like a regular item. Mega Man cannot throw another
  Metal Blade until his previous one disappears.

Strategies and tactics:

This is the move you'll see most good Mega Man players using.

I'm going to tell it to you straight; there is A LOT of tactics and strategies
that can be applied to this move. But I'll do my best to explain most of the
stuff you can do with this move.

First, this is a foe piecing projectile that travels a mid-range distance,
and makes players flinch when hit. This is handy for various things and
is your go-to-move for making simpleminded approaches a living hell for your
foe. Utilise the full potential of this move, and your one step ahead to
playing Mega Man.

This projectile will still hit ANY CROUCHING OPPONENT (Even Kirby, ZSS,
Pikachu, and Mega Man himself etc..) due to the low hight Mega Man throws
the blade at. Unfortunately, this means that it won't collide with thin, high
flying projectiles like Link's charged arrow

You can also fire Metal Blade in eight directions, each having different
advantages to what you can do.

Keep in mind that throwing a Metal Blade while in the air is more preferable
for follow ups at close range as it forces landing lag for the opponent.

You can also throw Metal Blade off the stage as a safe edge guard attempt as
well. and at various angles, this becomes a gimp for certain recovering
characters.

Throwing in front:
------------------
Throwing in front of you stops opponents right in their tracks. At close
range, you can IMMEDIATELY COMBO INTO A SHOYUKEN, down tilt, Grab, Dash
attack or a Mega Buster attack (keep in mind the opponent needs to run
right into you when you throw {Throwing at point blank is risky and
punishable}, and follow ups are dependant on the distance your opponent
is away from you.)

Throwing behind you:
--------------------
Looks very flashy, is very unpredictable, and hits way more often than
throwing in front. This move is best used when you are trying to land
away from your opponent (with your back turned) they rush up to you for
a follow upÉ (or what ever it is that they are doing) pul out your Metal
Blade from out of the blue, and they'll never see it coming! Toss this
at different hights depending on where your opponent is in the air or on
the ground. There is no risk to not doing this even if your opponent avoids
it, and them picking the blade up allows for some cool mind games, so throw
away!

Throwing directly Downwards:
----------------------------
This move is primarily used for putting the Metal Blade into the ground for
you to pick up for usage. Thrown Metal Blades are quicker and deal more
damageÉ But what if I told you there are more uses to throwing the Metal
Blade in this manner?

A directly Downwards thrown Metal blade as an attack will IMMEDIATELY
COMBO INTO A SHOYUKEN, as it has the same properties as a point-blank
Thrown Metal Blade.

In addition, a downwards thrown Metal Blade will deal more damage than
normally, due to the persistent hit box Metal Blade has. It's complicated
to explain in words why this works, but I'll try; Metal Blade isn't an
ordinary projectile, it doesn't disappear until either A: it travels
it's maximum distance, or B: it collides with another hit box. this
means it will deal more damage the longer the opponent is "Touching"
the Metal Blade, meaning large characters like Bowser will suffer
with a downward thrown Metal Blade.

Downward throwing can be used to cover landings/threaten juggling.
Throw the Metal Blade Downwards as you land, and try to aim for a
spot that seals off your opponents pathway to getting to you.
This is much safer than using Hard Knuckle, but this way is harder
to hit with, and doesn't hit nearly as 'hard' as that sweet 14%-12%
Damage that Hard Knuckle gives you.

A directly downward/diagonal thrown Metal Blade can also be used for
skilled gimping, Throw the blade downwards when you are right on the
edge. This can be used to successfully gimp opponent's like Ness, Captan
falcon, Olimar, Wii Fit Trainer, and more.


Throwing at a diagonal angle:
-----------------------------
Throwing at diagonal angles is tricky, so practise lots before trying
it out seriously. Personally, I have yet to find good uses for thrown
diagonal blades upward; as Mega Man's aerials are obviously better.

Throwing Metal Blades at a diagonal DOWNWARD angle does however, have
it's uses. Hitting opponents at this angle will do more damage than
normal, as I explained in the above section.

TECHNIQUE FOR GREEDY/CONFIDANT PEOPLE:

This is a SUPER satisfying way to land a shoyuken with a little mind game.
This is a EPIC kill move; Throw a Diagonally thrown Metal Blade in front
of opponent, trying not to look suspicious.
If done correctly, the opponent will attempt to pick up the Metal Blade
via their Dash Attack. However, you will be ready for this; you will put
your self in range of the end dash attack aera, be able to shield their
dash attack, and perform a out-of shield SHOYUKEN! The opponent will be
helpless to defend them selves as...

1. They can not do any basic "A attacks" Due to holding the Metal Blade

2. Your SHOYUKEN (Up tilt) will prioritise, the Dash Attack end lag, a
  thrown Metal Blade command, and any special moves that would attack
  you.

Metal Blade as a Item:
----------------------

Okay, now that we've got the basic stuff out of the road, I'll show you
some techniques that you can use with Metal Blade as an item.

An item version of the Metal Blade deals more damage, and travels faster.
However, you will be visually holding it, so your opponent will constantly
know that you are able to throw the projectile at any time. So mix it up
for a satisfying hit.

When picking up a Metal Blade, you can actually pick up a Metal Blade while
Air Dodging; using the grab button, this is because the grab command is a
combination of two buttons; Shield (Causes a Air dodge) and A (Command
for picking up an item) this can be done on the ground to pick up a Metal
blade suck in the ground, or it can be used to Grab a Metal Blade that is
thrown at you. Make sure the opponent knows that you are the master of your
own weapon!

An item Metal Blade can be paired up with Leaf Shield for better approach,
self defence, and an easier time landing a grab. You can also fire both
in quick succession, giving projectile users and ground approaches a hard
time.

A Z-DROPPED METAL BLADE:

This is a Special Technique involving a dropped Metal Blade while air
dodging- For maximum damage that cannot be replicated in any way, it
has the potential to hit four times (For 20% damage on tall/large
opponent's such as Bowser, Shulk, Zero Suit Samus, Captain Falcon, etc.)

It allows for effective edge guarding off stage, Footstooling, and has the
potential for a 0-death combo with Leaf Shield.

To perform the Z-Drop, Press the Grab button (The Z button on gamecube
controllers, hence the name: "Z-Drop") while in mid-air. You will
Do an air dodge, and 'Drop' the Metal Blade, causing it to fall downwards.
Because of the air dodge at the start, this is a safe action.
Simple right?

The beneficial implications of this action and what makes it so cool is when
a Metal Blade is dropped in this way, it becomes a constant hitting- slow
falling- Blade of destruction.

Drop this off the edge as a edge guarding tool, or drop it on your foe as a
invincible attack. Practise until you get your timing right!

USING ATTACKING MOVES WITH METAL BLADE IN HAND:

When holding an item (Metal Blade) your options are normally limited to your
specials moves & 'use item' only while your holding it. However, I'll
show you some tactics you can use to boost your diversity around attacking
options when your holding Metal Blade.

If you throw a Metal Blade on the ground, you can perform a dash attack and
pick up the Metal Blade for use at the same time by inputting the dash
command when you are with-in item picking range. You will pick up the
Metal Blade at the exact same time do perform a dash attack, meaning
the Blade will be ready for use after the attack. This is good for
catching your opponent off guard and mixing it up. (All opponents can pickup
via dash attack, so keep this in mind.)

PERFORMING A FORWARD SMASH & FORWARD TILT WITH METAL BLADE:
(Works with all items)

https://www.youtube.com/watch?v=CqjqxVuLMf4
[Credit goes to NinjaLink TS for the discovery of this Tech, if he has any
Problem with his video being featured I will remove it immediately.]


-----------------------
-------------------Custom Neutral Special 2. (Shadow Blade)
-----------------------
(No Direction input + B)
Name: Shadow Blade
Damage: Multi hit projectile for 2% damage first, then another 2% damage on
the way back. Cannot be picked up as a item for extra damage.
Knock Back: Little Knock back, Cannot KO at any Percentage, but does cause
flinching.

- Based on Shadow Man's weapon from Mega Man 3. Mega Man throws a
  shuriken that has boomerang effect, returning to the same position it
  was thrown from. It can be still thrown in 8 directions, but does not
  stick on the ground, and cannot be picked up either.

Strategies and tactics:

[Coming Soon!]

-----------------------
-------------------Custom Neutral Special 3. (Hyper Bomb)
-----------------------
(No Direction input + B)
Name: Hyper Bomb
Damage: Deals 8% damage on contact.
Knock Back: Strong knock back.

- Based on Bomb Man's weapon from Mega Man. A bomb that can be thrown
  in 8 directions and it will explode in contact with the enemy, but it has
  a form of vertical movement, giving it an arcing motion.

Strategies and tactics:

[Coming Soon!]

---------------------------Side Special (Crash Bomb)--------------------------
(Forward or Back Direction + B)
Name: Crash Bomb
Damage: Creates Multi hit explosion for 1%, 1%, 1%, 2%, 1%, 2% damage
       (8% total if all hits)
Knock Back: creates powerful Vertical- Horizontal knock back. KO's at around
           220%

- Based on Crash Man's weapon in Mega Man 2. Mega Man Shoots projectile
  that latches on to any surface or player it touches. Much like a
  Gooey Bomb, it can be transferred between players. The bomb can travel
  a good distance until it disappears.

Strategies and tactics:

Mega Man's Crash Bomb Projectile, travels faster than Metal Blade, and travels
about the distance of 2/3rds of Final destination. Upon hitting an opponent,
the bomb will stick to the victim/surfaces in a manner not unlike the sticky
bomb item. When the bomb is stuck on a victim/surface, it will explode before
hand after about four point five seconds. After this time, the opponent will
take the damage given above. Before the bomb explodes, the victim has a couple
of options:

A: Shield for a while and negate damage.

B: Attempt to avoid via invincibility frames such as Air dodge, Spot Dodge, or
  Rolling

C: Attempt to 'Rub off' the Bomb onto other player/Mega Man himself.

D: Avoid using a special move that is exclusive to a character. EG: Ness's
  PSI Magnet can adsorb the move when the bomb is attached to him (So don't
  use this move on him unless the person playing Ness is oblivious to this
  tactic).

E: Get KO'd in that timeframe as away to negate damage (Joke option, but
  still negates damage.)

F: Do absolutely nothing and take the damage anyway.

From my experience; Most people will do option 'A', while some will do option
'B' though a air dodge, some will try to do 'C' with little success (You'll
likely be ready for it, and avoiding a player for five seconds is not hard.)
Some will try to do a combination of 'C', then 'A' when they can't reach you.
Opponets will never do option 'E' with out my influence. People that do
option 'F' are probably oblivious of what to do in the situation.

When opponent's shield is up (Or is going to be put up) as a way to avoid
damage, you can pressure them into lowing it by either, grabbing them (or
making them think your going for a grab), or attacking their shield using a
move like Forward Smash or Metal Blade. If they lower their shield when
the bomb explodes, they will still take full>some damage and knock back as
the move is multi hitting.

if the opponent explodes in there air, you should follow up with a aerial,
(preferably Back Air), or attempt to punish their landing. If they get
knocked off the edge, you can proceed to do edge guarding shenanigans using
all of the relevant tools at your disposal for the current situation.

Since this move has a bit of start and end lag, and the fact that it does
absolutely nothing to your opponent until it explodes, use this move from a
distance. This will also make it easier for your opponent to avoid, however,
so try to be tricky and pull it off when they land, or jump.

Try using this move when the opponent is in an uncomfortable situation so that
they must go out of their way to avoid it. This is super handy as it puts a
major monkey wrench in their plans. When they're suck with the bomb, they have
to change their game plan to the options I listed above. Putting you at a

Use it especially on Fox/Falco blaster spammers, Samus and Robin Chargers,
and a extra negation projectile for projectile campers.

You can perform some techniques with this move involving Crash Bomb.
I'll explain.

'HEAD SHOTTING':
[Credit to xIvan321 for discovery]

Notice how when you shoot at an opponent, the crash bomb sometimes gets stuck
on different areas on different characters? This is no coincidence, the area
in question is dependant on where the Crash Bomb hits on the player. But
surely, this is only a aesthetic difference, right? Wrong. On characters with
visible heads (easier to do on characters with bigger heads like Donkey Kong
and DeDeDe), it's possible to shoot a crash bomb right on their face
(How they can still fight like that is beyond me). Anyways; The position
of the crash bomb is very important. If a character has been 'Head Shotted'
you can actually grab the victim and the crash bomb will not attach on to you,
not hurt you. This means you can:

Crash Bomb Head Shot> Leaf Shield Up> Grab> Pummel> Throw victim (Maybe Down
Throw)> Crash Bomb Explodes> Follow up with a Back Air.

This combo has the potential to do HUGE AMOUNTS of damage, if you want to be
safer, you can continue pummelling them until they break free, at which point
the bomb will explode and you can get a follow up.

QUICK DRAW CRASH BOMB:

(This technique should be constantly used; there's normally nothing better you
can do at the moment anyway)

You know how you get re-spawn invincibility that stops players from getting
hit from moves? Well, unfortunately for the re-spawner; Crash Bomb is an
exception that can bypass the invincibility. The Crash Bomb will still
Make contact with the opponent and explode after the invincibility frames
are over.

When the opponent falls down from the re-spawn platform, Stick 'm with a
Crash Bomb. Most Players will abuse their invincibility and will do nothing
to protect them selves, rendering them helpless to the mercy of a predetermined
explosion.

This really does put a damper on the opponent's approach and getting back into
the game.

Even when the opponent is ready for it, with careful timing; This technique is
really tricky to avoid, you can fire a Crash Bomb and hit them as soon as they
hit the ground.

CRASH 'N' SLASH:

This technique is a Combo involving Crash Bomb and Slash Claw (Back Air).

This combo assumes you are both at a relatively similar percentage (must
be higher than your opponent, doesn't need to be by much),
and Crash Bomb explodes, which sends you both flying, (A good way to ensure
this is to grab the opponent or have the bomb explode when trapping the
victim via dash attack.) Alternatively, this sometimes happens by chance
when the opponent tries to rub the bomb back onto you (or vice versa).

When you are both flying in the air, Mega Man will always be able to act
out of his 'tumbling animation' first (this is always the case, since
they have sustained more damage than you.) Since you can act out first,
and due to the damage difference; your back is positioned DIRECTLY next
to the opponent, in the air, and they are helpless to react. This puts you
in a position to immediately combo into a Back Air. This combo can kill
reliably and takes opponents by surprise, it's also very satisfying to land.
"Did I just do that?"

"Yes, you definitely just did that!"

-----------------------
-------------------Custom Neutral Special 2. (Ice Slasher)
-----------------------
(No Direction input + B)
Name: Ice Slasher
Damage: Deals 4% damage on contact.
Knock Back: Freezes Opponents at high percents, which sends them flying in
           the air. KO's later than Crash Bomb

- Based on Ice Man's weapon from Mega Man. Fires a ice projectile that deals
  less damage than Crash Bomber, but it will pierce enemies and also freeze.

Strategies and tactics:

[Coming Soon!]

-----------------------
-------------------Custom Neutral Special 3. (Danger Wrap)
-----------------------
(No Direction input + B)
Name: Danger Wrap
Damage: Deals 13% damage on contact.
Knock Back: Strong knock back that send Opponents Flying, KO's earlier than
           Crash Bomb

- Based on Burst Man's weapon from Mega Man 7. Mega Man Fires an explosive
  wrapped in a bubble that floats upwards and explodes if is in contact
  with the enemy.

Strategies and tactics:

[Coming Soon!]

----------------------------Up Special (Rush Coil)--------------------------
(Up Direction + B)
Name: Rush Coil
Damage: Purely a recovery move that can also be used for mobility.
Knock Back:    / / / /

- Based on the Rush Coil from Mega Man 3. Mega Man briefly summons his
  trusted dog, Rush, who acts similar to Sonic's Spring Jump. A second
  bounce will make Mega Man jump even higher than the first bounce. Other
  players will also be able to bounce on Rush, even if he's in the air.

Strategies and tactics:

[RIP Rush Cancelling *Sniff*]

Rush Coil, is a recovery move that acts and looks very similarly to Sonic's
Spring jump. But don't be so sure, they have very big differences.

1. Sonic's Spring becomes a hit box on it's decent down until it lands.
  Rush does not.

2. Both moves allow their aerials to be used and does not leave them helpless.
  However, Mega Man can use his specials moves as well, unlike Sonic.

3. Sonic loses his double jump after the move is performed. Mega Man does not
  lose his double jump, and can use it to recover or evade
  juggling/edgeguarding attempts easier.

4. Mega Man's Rush Coil Propels Mega Man and other players at a faster
  velocity than Spring Jump. It also gains a slightly higher distance.

So, okay, it's a recovery move, and it has no hit box, so there couldn't be any
tactics or strategies that could be applied, right?

No, not quite. There are a couple of things that can be done with this move
that can give you a tactical edge in battle.

The most practical use of this move that I found myself (aside from recovering)
is to clear a path for my landing for characters that want to punish landings
carefully via close quarters. Of course, the best way to punish this is to use
down air (Hard Knuckle) However, Hard Knuckle has rather bad ending lag, so
well, if you miss, your screwed. However, Rush Coil prevents any risk to doing
this. Simply activate Rush Coil for evasion, and aim to land on the area around
him. Then, when your more-than-confident-opponent try's to pull anything
stupid, you can smack them with a Hard Knuckle knowing that it's fine if you
miss/they shield/dodge, because if you miss, you can direct yourself to Rush,
and spring right back up! Negating any landing lag at all!

This move can also be used to stop juggling attempts, as you still have freedom
of options after you use it, and you have the safety of landing on Rush again
when you fall back down, should you be in trouble. (Links in with above
strategy.)

Rush Coil can be used with leaf shield to bounce at a lower hight than normal.
Activate Rush before hand, then activate leaf shield as you bounce on Rush a
second time, this will bounce you at a lower hight (Potential for mind games)
and gets Leaf Shield up ready for use as you land.

Rush can also be used for follow ups such as Rush> Air Shooter (Similar tactic
to Sonic's Spring Jump> Up Air) This allows Air shooter to KO at low percents.
Try something like:

Jump> Air shooter> Air Shooter> Rush> Air shooter

Or a mix of the latter. Air shooter has a weird way of KOing, going from
training mode; sometimes it will KO at as low as 75%, or as high as 145% So
keep trying, the higher up you hit, the better chance of a KO.


Downward Thrown metal Blade> Forced Rush > Air Shooter Combo
[Credit to xIvan321 for discovery]

xIvan321 was willing to share with me a technique with me involving a thrown
Metal Blade in order to 'force' an opponent to bounce up along with you when
you activate Rush Coil. This will cause the opponent to bounce up with you;
making them vulnerable to air shooter. This technique has the potential to
carry the opponent above the blast line at lower percents.

xIvan321 has provided me with a link showing this technique in action:
It seems to work against lighter characters.

http://youtu.be/UK1212qsAFE


Finally, unlike most characters, Mega Man can use his Up B first, and if he
gets hit, he still has full recovery available to him (as getting hit gives
your Up B back. Down side is; Mega Man has a way more predictable recovery
this way, so I wouldn't recommend it in most situations.

-----------------------
-------------------Custom Neutral Special 2. (Tornado Hold)
-----------------------
(Up Direction + B)
Name: Tornado Hold
Damage: 1-2% per hit up to 6%
Knock Back: Fixed knock back, pushes opponents upwards.

- Based on Tengu Man's weapon from Mega Man 8. Drops a fan on the ground
  that creates a tornado and pushes anyone caught in that tornado with
  vertical reach. If used in midair, it causes the fan to fall as pushes
  Mega Man up.

Strategies and tactics:

[Coming Soon!]

-----------------------
-------------------Custom Neutral Special 3. (Beat)
-----------------------
(Up Direction + B)
Name: Beat
Damage: Purely a recovery move.
Knock Back:   / / / /

- Mega Man summons Beat, which he grabs onto as it lifts him upwards with
  great horizontal distance, but slower than Rush Coil.

Strategies and tactics:

[Coming Soon!]

--------------------------Down Special (Leaf Shield)--------------------------
(Down Direction + B)
Name: Leaf Shield
Damage: 2% Per Leaf, 3% Damage when thrown
Knock Back: When thrown as a Projectile, Deals Strong Horizontal-vertical
           Knock Back, but doesn't KO at sudden Death Percents. Causes
           flinching when protecting Mega Man.

- Based on Wood Man's weapon from Mega Man 2. Mega Man produces leafs that
  orbit around him. The leafs block projectiles, and can be fired forwards
  by pressing an attack button. Because of Stale-move negation, all leaves
  after the third will do only 1% damage.

Strategies and tactics:

This move, is a great move. There is so much practicality and meta game for
this move, (Yes, even more than Metal Blade) that I simply cannot explain by
myself.

Thankfully a intelligent and kind user on Smash boards has made a very
detailed and explanatory guide that I simply cannot give enough praise for;
ChopperDave.

This man has created one of the best Leaf Shield guides yet, and covers so
much of the usage of Leaf Shield, more than I could ever put in this FAQ
because of content.

So, as a result, I will let ChopperDave take over in this section, I would
highly recommend giving him praise next time you see him.

http://smashboards.com/threads/wood-mans-treehouse-a-leaf-shield-guide.374719/

When I say 'Use Leaf Shield' in this guide, I assume you know all the
techniques on Leaf Shield in this ChopperDave's guide as they can be applied
in scenarios that I will explain further on in the guide.


-----------------------
-------------------Custom Neutral Special 2. (Plant Barrier)
-----------------------
(Down Direction input + B)
Name: Plant Barrier
Damage: 3% when circling. 4% when thrown as a projectile
Knock Back: When thrown as a Projectile, Deals Strong Horizontal-vertical
           Knock Back, but doesn't KO at sudden Death Percents. Causes
           flinching when protecting Mega Man.

- Based on Plant Man's weapon from Mega Man 6. Produces petals the circles
  around him, the petals will not disappear when hit, it will stay the entire
  duration of the move. It moves slightly slower than Leaf Shield.

Strategies and tactics:

http://smashboards.com/threads/wood-mans-treehouse-a-leaf-shield-guide.374719/

-----------------------
-------------------Custom Neutral Special 3. (Skull Barrier)
-----------------------
(Down Direction + B)
Name: Skull Barrier
Damage: Deals 2% when used as a projectile, no damage other wise.
Knock Back: Fixed, poor knock back that is little use.

- Based on Skull Man's weapon from Mega Man 4. Produces skulls that orbit
  around him. It does no damage at all, but it can reflect projectiles and
  travels less distance.

Strategies and tactics:

http://smashboards.com/threads/wood-mans-treehouse-a-leaf-shield-guide.374719/

-----------------------Misc Information about Mega Man------------------------

> Mega Man's crouch can duck under various projectiles and moves, similar to
 Pikachu's and Kirby's crouch.

> Mega Man can Wall Jump, and Wall Tech, but cannot Wall Cling.

> Mega Man has basic air and ground physics. He is not floaty at all, but
 lacks a fast falling speed like most heavy weights (Fast fall, however, is
 much like a heavy weight). He can change directions and manoeuvre in the the
 air with ease.

> Mega Man's jump is relatively high, and reaches maximum hight very quickly;
 one of the quickest in the game. This allows for quick aerial follow ups.

> Mega Man's walking speed and dash Speed are (Slightly above?) average. But
 is very fast for a heavy weight character.

> Mega Man is the only playable character that has a unique dying animation.
 (The other being Luma) Mega Man explodes into energy spheres for his death
 animation just like in his games.

------------------------------------------------------------------------------
-------------------- Grabs and Throws (L, or R + A) [M005] -------------------
------------------------------------------------------------------------------

Grabs, of course, are useful for opponents that like to shield, Mega Man's
boost grab range is quite deceiving and easy to land. It's hard to
put in words, but Mega Man's grab range is just really big for what it seems
like a outstretched hand. It's pretty easy to land grabs with Mega Man. And
it's just as well he has a great grab; It's useful for people who want to make
life tricky for you.

With pretty much all characters, you can punish things like bad movement and
vulnerabilities with a quick forward smash to do the job. But since Mega Man's
Forward smash is pathetic in close quarters, you need to go for Mega Man's
awesome grab instead. So you should probably find your self landing grabs
with Mega Man more often than other characters.

Alternatively, because his grab is so great, you can just go for it anyway.
But that's a little risky against competitive play. Use it for punishing
instead.

Anyway, when Mega Man grabs a opponent, he lifts them over his head. It's
based on Guts Man's weapon from the original Mega Man game, by the way.

Pummel - 3% Damage.
-------------------
Mega Man squeezes his opponent with his Super Arm. It looks like he
squeezes his victimsÉ butt. It looks really weird.
Mega Man deals a massive 3% for every pummel, but it is relatively slow, and
has a bit of extra end lag before you can perform a throw. I'd recommend one
pummel then a throw at 30-60% two at 60-70% and three or more for anything
higher than 90% Damage.

Forward Throw - 6% Damage
-------------------------
Throws the opponent forward. Low base knock back. Relatively decent (and by
'decent' I mean 'not too great') as most forward throws go. Allows for edge
guarding tactics if you throw them off the edge, which is pretty much all
you should use this for.

Up Throw - 7%
-------------
Mega Man launches the opponent skyward with his super arm, gets them in the
air, and potentially allows for aerial follow ups like Air Shooter.

Back Throw - 11% Damage
-----------------------
Mega Man turns around and throws the opponent behind him. One of Mega Man's
best throws, Does high damage, and can kill near the ledge at high percents.
Eg; It can kill characters like Pikachu and Fox when at 100%, that's pretty
deadly.
This is the throw you should use the most. It puts a lot of space Between
you and your opponent. Should you throw them off stage, it puts your foe
in a bad position (or possibly kill).

Down Throw - 5% Damage
----------------------
Mega Man forcefully smacks the opponent on the ground, which causes them to
recoil in the air a short distance away from Mega Man.
This is Mega Man's next best throw next to back throw. This is because at
low percentages, Mega Man can Short Hop/Jump and Smack them with his
Flame Sword, for a sweet spot of 9% damage. This is a TRUE combo at
lower percents, but actual Percentage value changes between characters.
Eg, Heavier characters are easier to combo than lighter characters.
Anyway, This is the combo you should always attempt when grabbing
A low percentage character. If they are too high for the combo...
Back throw, Back throw and Back throw. You could also do follow ups with
Air Shooter as well, but I personally find Back throw to be better.

------------------------------------------------------------------------------
----------------- Taunts (Directional input on D-pad) [M006] -----------------
------------------------------------------------------------------------------
Mega Man's taunts are pretty awesome, but don't really do much to hurt
people's pride, like "Show Me Your moves!" or "Sonic Speed!"

But they still look pretty coolÉ Because it's gosh darn Mega Man!

Up Taunt (D-Pad Up)
-------------------
Mega Man Transforms his fist into a cannon and does a fist-pump, so like a
"cannon fist-pump". Mega Man looks really happy when he does this, so it's
like a silent "Yes!" or "I can't believe that just happened!"

Uses:

- If you are the annoying type, use it when your opponent SD's. But it
 normally won't get your opponent to rage at you.

+ If someone SD's for you, or when something good happens,
 This taunt is appropriate.

Side Taunt (D-Pad Forward or Back)
----------------------------------
Mega Man turns around, with his back facing the camera, looks
back with half his face visible, and with a serious face on.
It looks like a silent "I don't want to associate with you.", "Get Real",
or "play seriously"

Uses:

+ use it when you want to show that you don't respect your opponent.
 Eg: Spammers, Taunting.

+ Has the "I don't want to associate with you" feel, use it when your
 opponent is being annoying, or just plain idiotic.

Down Taunt (D-Pad Down)
-----------------------

Mega Man Pounds his fist on the ground, and "warps out" of the
stage, before warping back in again.

+ Use (and hold) it just when the the announcer says "Game" when you win
 the match, Mega Man will "teleport" out and "teleport" Back in on the
 victory Screen! (It's on of Mega Man's Winning animations) It looks super
 cool!

+ For general use, it's a pretty generic Smash Bros taunt as most go.
 I prefer to use it to show that I'm "Changing Strategy" or "Getting
 Serious" because it looks like it's a entirely different Mega Man
 When I'm finished. But that's entirely up to you.

==============================================================================

GENERAL STRATEGIES                                                      [SRT1]

==============================================================================

These are just some general strategies in different situations.


-General-

In general, use your buster shots as attempts to space yourself when your
opponent gets to close, and move away when necessary. Forward tilt stops
most ground approaches and Metal Blade stops ones in the air and the ground.
Use Crash bomb from a distance; Try to at least have a Crash Bomb on a
opponent every 30 seconds, it puts a damper on their strategy.
Use Down Tilt and forward smash when the situation demands it; they will put
the opponent in there air, so follow up with a aerial, up smash or grab.
Use up tilt & Up air when ever you can, and look for ways to implement your
Back air as well. Use Forward Smash, Dash attack and Down tilt to punish
landings. Use Leaf shield as a counter if the opponent is too far
away, or too close, you can also pair Leaf Shield up with Metal Blade in hand.
Grab when ever you can, and do Down throw+Flame sword at low percents, then
just use back air, don't forget to pummel.

But most importantly; LEARN HOW THE OPPONENT/CHARACTER PLAYS.
The who point of playing Mega Man is to adapt different strategies for
different players. Mega Man has the tools to beat anyone, but the way
you use those tools differs with the opponent. So you may find that you use
a certain move on this character, but hardly use it on the next. You need
to play wisely, which is one of the reasons why I love playing as Mega Man so
much!

-Free For All (4 Player)-

Mega Man does quite well in free for alls, keep your distance and use dash
attack, Down tilt, up smash, and maybe even down smash (keeping in mind the
absurd startup lag) if things are getting too crowded. Aside from Killing
Normally, you'll have a easier time targeting players at high percents with
a Back Air edge guard, or a Walk-up-surprise Shoyuken. Otherwise, same
tactics as a team battle, just with out a team mate.

-1 on 1-

Basically a battle of skill, Everything I've said in this character guide
applies to this. Self explanatory. Learn what moves are good in which
situation, and apply them to win. Buster Shots and Metal Blades are your
friend.

-Team Battle-

A good Mega Man player is one of the best team mates you could ever ask for.
In a team battle, Mega Man plays the 'support character' and assists the
team mate from afar (or up close, disrupting with buster shots,
Leaf Shield+Metal Blade combo and Dash attacks and Down tilts), allowing him
to have a easier time making the opponents time a tough one. When in a team
battle with no friendly fire; Usefulness of Metal Blade, Charge Shot, Buster
shots, and Leaf Shield is boosted about 3x better, while Crash Bomb is
rendered ineffective as It has the potential to harm your team mates and
disrupt their actions. Metal Blade pieces foes and causes flinching to protect
your team mate and gives them more opportunities for them to unleash a fatal
attack on the opposing team. Leaf Shield removes any threats on the battle
field, removing any projectiles, and knocking all opponent's back on the
stage. Buster Shots are great for interrupting opponent's and placing priority
on what your team mate does next; this is super handy for them. Charge Shot
can be safely used for easy KO's; especially if the team mate covers him while
Mega Man is charging via shooting projectiles, Shielding and taking attacks,
or keeping people away from you. (be careful when using this against people
with reflectors, otherwise this will backfire in your face.) It's not uncommon
to catch multiple opponents with your Up Smash, and Down smash is a viable KO
option as a punish.

Mega Man can not only play the Support role; Due to his early KO options,
he can turn around and KO people when they least expect it. I'm talking about
using Back Air as a edge guard attempt (This is waaayy easier to land than in
1v1 matches, and considering it's not that hard to land anyway, it's quite
scary) Back air is very effective because your opponent(s) are not predicting
it before hand. so when you 'jump' on the opportunity, it will be too late for
them to react. Mega Man's Shoyuken is easier to land in a team battle, but
only use it as a KO move. Use Mega Man's Down Smash and Up Smash when
necessary.

Dash attack and Down tilt should be used if the action gets to close for you
and your team mate (Unless if it favours your team mate's play style)

Mega Man is truly in his element when he is paired up with a character that
favours his play style. He does INCREDIBLY well when paired up with:

R.O.B
Toon Link/Link
Samus
Another good Mega Man player

Or even with certain characters like:

Shulk
Palutena
Gannondorf
Little Mac

How you play Mega Man in team battles is much like normal: you need to
develop your strategy based on who your paired up with. If your playing
with another projectile character, you'll want to cover them with your own.
Stick together to create a cover for you, and your team mate will cover you
back. Or if your with character Like Shulk, Gannondorf, or Little Mac, you'll
want to assist them on the sidelines, throwing assistance from a distance, or
Assist with your buster shots, your team mate will make quick work of them for
you. You could also pick one opponent off at a time while your opponent takes
on the other.

The most important thing to note when playing a team match when your Mega Man
is that you should't play the Hero. You need to base your play style on what
your team mate is doing and say to them
"Hey, no worries bro; I got you covered."

But don't worry if you feel like your not helping the KO spread. Mega Man is
more than capable of KOing in a team battle even more so than in 1v1 battles.
when they are at Kill percentage (meaning 87%> onwards; Mega Man can kill
relatively low.) You should go for the kill with one of his various kill
moves. You should also attempt to edge guard with Back Air when ever possible.


-Sudden Death-

Mega Man is okay in Sudden Death, most people are intimidated by his
Quick draw Leaf Shield, Deadly Crash Bomb, Quick Slide attack, and
superior boost grab range. So normally, they'll either try to make short work
of you on the quick draw, or wait it out on the ledge until the Bomb-oms come
down.

The first thing you should do in sudden death is Stick'm with a Crash Bomb,
or fire a Leaf Shield at long range. Your Down tilt is very easy to land,
but if it's shielded, your screwed. If your opponent is trying to look
for the kill, put Leaf Shield up (+Metal Blade optional) and play defensively.
Shield, and avoid any possible grabs. when you see an opening, (could be a
grab or a attack when Leaf Shield is down)

-Weaknesses-

You may be thinking that "Gosh golly, you make it sound as if Mega Man has no
weaknesses what so ever! what will I do if I run into a really good one? What
do I do?"

Well, okay, Mega Man does have weaknesses, and is not perfect. In my
experience, Mega Man fails miserably against jumping opponents and aerial
Fighters, obviously, Mega Man has counters for these types of play, but
it's not nearly as effective as his awesome mid-range ground game.
He also get's out zoned, and suffers against rush down close combat easily
as well.

Reflectors are not as big of a problem as one might think, all of Mega Man's
projectiles travel a short distance which causes them to disappear when
reflected at the appropriate distance Mega Man uses them. His Mega Buster
shots also cancel out reflected Metal Blades, buster shots, and crash bombs.
the only real threat reflectors pose to Mega Man is the fact that they can
reflect Mega Man's Charge shot, which seriously hinders it's usage. Of cause,
Charge shot still has uses when in situations where the opponent will not
reflect the move. Mind games can be played with reflectors in the way by
Mega Man firing projectiles and Fsmashes in a way that they will hit the
opponent, but is no risk as they will expire before they hit Mega Man
due to the Projectiles traveling maximum distance.

Mega Man is also pressured easily by quick, powerful, almost uninterruptible
Projectiles/attacks including:

R.O.B's Laser, and Side B

Wii Fit Trainers fully charged Sun Salutation move.

Lucario's Aura Sphere. (In rare cases)

Samus's Fully Charged Charge Shot.

Links fully charged arrow. (In rare cases)


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SPECIFIC STRATEGIES                                                     [SRT2]

==============================================================================
This section will detail specific strategies against every other character in
the game, as well as Master Core as a bonus.

Please note this is all from my own experience fighting these characters
both online and offline primarily in the 3DS version so far, as well as using
these characters and exploiting their weaknesses as Mega Man. This is a
section that will be ongoing in updates as more strategies are discovered.

I'll also make a note to say how much I've fought a certain character
(Rare,Uncommon,Common).

[This Part Will Be coming soon because of how long it takes to write,
I will add this part in later as part of a future update]

==============================================================================

CLOSING/CREDITS/CONTACT INFORMATION [CCC]

==============================================================================

HahhhunnggÉ It finally over! Again, this Character Guide is on going, and
if you have any problems, or new information to add, you must get in contact
with me, I'll add any helpful information or tips, and I'll be sure to
credit you below! Keep in mind that all the techniques have either been by
my own discovery, or discovered by the gaming community that I also found
helpful

My user Name is "Theguy" (Real creative I know >_>) I mostly use Mega Man
with his default palette quite a lot, among others such as Shulk, Sonic,
Kirby, and Robin. So if you haven't seen me, you may do eventually!

I hope this has helped some players who may want to try some more advanced
techniques with Mega Man, or improved your game in some way.

I'm sure someone will eventually write a more "competitive/better" FAQ
in time, but I thought I'd give it my best shot in the mean time, so
I seriously hope I contributed in some way.

Also, if you see any spelling errors or punctuation mistakes, please contact
me so I can fix them, can't have that happening.

BTW: I am seriously looking forward to the Mega Man Amiibo coming out in 2015,
I look forward to teaching him all of the techniques in this guide and more!
(And improving upon my own weaknesses).


CREDITS:

A big thanks to everyone at GameFAQs, SSBWiki, and especially all the
fabulous users at SmashBoards on the Mega Man discussion board for making
this Character guide possible!

Thanks to Nintendo, Sakurai and the development team for making
another Smash Brothers game possible!

Thanks to you for reading through this patiently. Otherwise all this would be
for nought. After all, you are the ones I did this for!

HUGE THANKS TO CHOPPERDAVE on Smashboards, who is the creator of the Leaf
shield guide. Pay him thanks when you see him on Smash Boards for his hard
work, effort and determination.

I want to give a especially big thank you to MKaykitkats, the author of
the Lucina Character FAQ that can also be seen on Game FAQs as well,
I do recommend you check it out! MKaykitkats was kind enough to help me out
to make this character guide possible by allowing me to copy the base
template of her own FAQ, (Of cause, the content is totally different though)
I really Appreciate that! Thanks a Bunch!

Also, I would like to give a big thanks to xIvan321, who has helped me with
sharing strategies and bringing even more Mega Man strategies to
light that I didn't know about before hand,
(Or just explaining them in general) Thanks a bunch!

Also, a big thanks to gameFAQs for hosting this!

CONTACT:

I don't have a public email per say, but you can PM on GameFAQs for any
Recommendations, tactics, strategies or anything else at anytime.

==============================================================================

VERSION INFO [VIN]

==============================================================================
*Current*
Version 0.1.0 [12/16/2014]: The FAQ began from Wednesday 3rd of December;
                          The Character Guide as you see it now.

Version 0.1.5  [01/07/2015]: Fixed some errors and whatnot.

Version 1.00 : Will contain Specific strategies for each character and
              Hopefully, some improvement's to Mega Man's strategy, and
              move set. Should include tactics for custom moves.

==============================================================================

AUTHORISED WEBSITES [ADS]

==============================================================================

If you find this FAQ on any sites OTHER than GameFAQS, please
contact me IMMEDIATELY.

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                     ~~~~~COPYRIGHT 2014 Theguysayhi~~~~
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