MEGA MAN
==============================================================================
Game: Marvel vs. Capcom 2: New Age of Heroes
Mega Man Character Guide FAQ V.1.3, 7/25/00
by Dan "PhatDan81" Finch,
[email protected]
Unpublished work Copyright 2000 Daniel D. Finch
Updates: 1.1 Fixed some typos, touched up a few things, added some things to
Section VII (General Strategy) and included his special feature
in Section VIII
1.2 Added a Combo Tree to all my FAQ's--a special thanks to 3pwood
(
[email protected]) for the concept
1.3 Added more combos thanks to shoryuken.com, revised the combos
section, touched up a few things
==============================================================================
CONTENTS
I. Background
II. Legend
III. Regular Moves
IV. Special Moves
V. Supers
VI. Combos
VII. General Strategy
VIII. Misc. Stuff
IX. Legal Stuff
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I. BACKGROUND
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Who is Mega Man? For those of you who don't know, Mega Man (Rockman in Japan)
is a creation of Dr. Light. Mega Man's first appearance was in a self-titled,
side scroller game for the NES in 1987 where he travels around around shooting
enemy robots. He was originally created to be a janitorial robot for Dr. Light
and Dr. Wily, along with his sister, Roll.
When Dr. Wily went crazy and decided to try to take over the world, he
re-programmed all the robots except Mega Man (he was actually named Rock before
he got re-programmed by Dr. Light) and Roll. Dr. Light decided to re-program
Rock to stop Dr. Wily's foolish plan for world domination. Mega Man was
successful at doing so.
Over time, Dr. Wily made seven more attempts at taking over the world (five
attempts on Game Boy), but was defeated each time by Mega Man. With every
attempt Dr. Wily made, he would create eight robots, each time they would become
more high-tech, but all of them were defeated by Mega Man. At every attempt Dr.
Wily made to take over the world, Mega Man would gain more and more upgrades.
He would also gain allies throughout the series, such as Rush the robot dog,
Proto Man, Eddy and Beat the robot bird. Mega Man has appeared in a very large
number of games since 1987.
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II. LEGEND
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U Up
D Down
B Backward
F Forward
C Crouching
S Standing
J Jump/Jumping
SJ Super Jump/Jumping
P Punch
K Kick
AC Air Combo
A Assist
OTG On The Ground; an attack being performed while the opponent is lying
down
LP Light Punch Jab
MP Medium Punch Strong
HP Heavy/Hard Punch Fierce
LK Light Kick Short
MK Medium Kick Forward
HK Heavy/Hard Kick Roundhouse
----------------------------------------
UNIVERSAL COMMANDS
LP + LK Calls in second partner
HP + HK Calls in third partner
A1 Calls in second partner, who steps in and does an attack
A2 Calls in third partner, who steps in and does an attack
Snapback D, DF, F + A, forces the opponent out if they get hit (one HC
level)
Variable Counter B, DB, D + A (while blocking); tags in partner who jumps
in and does a designated attack
Crossover Combination A1 + A2
All three characters do one specific super (Hyper Combo) then the two secondary
characters step out and do their supers (one to three levels; two levels causes
only two players to come out while one level has just the primary character do
his super).
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III. REGULAR ATTACKS
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PUNCHES
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JAB
1. Standing
A standard standing LP, it's used for starting combos.
2. Crouching
Same as the standing version, it's about as useful as any other low jab.
3. Jumping
Same as the standing version, it's used for starting air combos.
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STRONG
1. Standing/Crouching
Mega Man does a small jump forward while doing an uppercut. Despite its
appearance it does not launch in any way, but it can be used to combo into
special moves. It has pretty good range but has a slight recovery delay. He
does the same motion standing or crouching.
2. Jumping
Same as the standing/crouching version, it's used as an AC filler.
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FIERCE
1. Standing
Mega Man fires a Hadouken-sized fireball that rivals Cyclops' Optic Bullet.
They travel slow, but they're easy to combo into. The recovery isn't very good.
Don't abuse these.
2. Crouching
Same as the standing version, the only difference is he fires the projectile
while crouching. It's about as useful as the standing version.
3. Jumping
Same as the standing version, this is used only for finishing AC's.
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KICKS
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SHORT
1. Standing
A basic standing LK, Mega Man swings his leg out. It has the same range and
priority as his S/C.Jab.
2. Crouching
A basic low LK, it has the same uses as the standing version, only this attack
hits low.
3. Jumping
Same as the standing version, this is used as an AC filler.
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FORWARD
1. Standing
Same as a S.Short, except it has better range and does more damage. Use it to
combo into a Mega Buster or Mega Upper.
2. Crouching
Mega Man extends his leg out. It has the same range and uses as the standing
version, only it hits low.
3. Jumping
Same as the standing version, this is used as an AC filler and to combo into AC
finishers.
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ROUNDHOUSE
1. Standing
This is Mega Man's launcher. It looks much like Hulk's S.Roundhouse. Mega Man
does a handstand and extends his legs out at about a 60-degree angle. It combos
easily off any standing jab or short. It's his best and safest anti-air attack.
2. Crouching
Mega Man slides forward, knocking down his opponent when it connects. It has
good range but a bad recovery. If it's blocked, cancel into a Tornado Hold or
Mega Buster to avoid getting hurt.
3. Jumping
Mega Man extends his nearer leg out downwards at about a 45-degree angle. It
can be used to finish AC's, but is best used as a jump-in attack.
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IV. SPECIAL MOVES
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A (*) means that the move can be done in the air
A (H) means that the move can be cancelled into a super
MEGA BUSTER (*)(H) Hold HP to charge, release HP to execute
Here's a move that Mega Man's known for. By holding HP, he charges up his
projectile attack. For every second of charging, it will do one more hit. It
can be charged up infinitely and is easy to combo into. It also beats out
single-hitting projectiles. It's mainly used for starting combos, ending air
combos or comboing into supers. It has a bad recovery to it, so be careful when
to use it.
MEGA UPPER (*)(H) F, D, DF + P
This is Mega Man's version of a dragon punch. Mega Man does a mostly standard,
single-hitting dragon punch. It's comes out pretty fast and beats out a lot of
rushing supers, dash attacks and any jump-in attack. It's also easy to combo
into. He can now do this move in the air, mainly to be used as an AC finisher.
It has the same tragic flaw as other dragon punches, that awful recovery delay.
Use it wisely just like all other dragon punches.
WEAPON CHANGE D, DB, B or D, DF, F or F, D, DF + K
Mega Man calls in Eddy, who teleports onto the playing field then walks over to
Mega Man and when he gets next to Mega Man, he stops, opens his top, then gives
Mega Man a weapon enhancement. The joystick command determines the weapon that
Eddy will give you.
D, DF, F + K: Rock Ball
F, D, DF + K: Tornado Hold
D, DB, B + K: Leaf Shield
WEAPON USE D, DF, F + P
Depending on the weapon selected, Mega Man uses thatt particular weapon. Each
weapon does something different.
Rock Ball: Mega Man drops a ball onto the playing field (no pun intended).
Pressing a kick button causes the ball to bounce around the screen.
The kick used determines the angle the ball travels. After the
ball bounces off the walls a couple times it goes off the screen.
Use this as a distraction to your opponent. Throw one out, then
dash up to your opponent and throw them or try attacking them while
they're trying to block the ball.
Tornado Hold (H): Mega Man fires a capsule that hits the ground and erupts
into a tornado. This is the weapon he has at the beginning of
every fight. The tornado causes a juggling effect when it
connects. Use this in ground combos or for keep-away. The punch
button used determines where the tornado will erupt. The
stronger the punch button the farther away it erupts. The damage
sucks and it doesn't do any block damage as well. If Mega Man
gets hit before the capsule hits the ground, the tornado won't
erupt.
Leaf Shield (*)(H): Here's a weapon from Mega Man's second adventure on the
NES. The first time you do this move, leaves come out and orbit
around Mega Man and protect him from single hitting attacks. The
second time you enter the move command, he fires the shield
straight ahead--not to mention it travels slowly across the
screen. The punch button used determines how fast the shield
will travel. The stronger the punch button, the faster it will
travel. It's great for ground and air combos, but the activation
part has a bad startup and the execution part has a bad recovery
delay, so be careful about when you use it. This is definitely
his most effective weapon move. You can cancel into a super as
you're releasing the Leaf Shield.
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V. SUPERS (HYPER COMBOS)
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HYPER MEGA MAN (*) D, DF, F + 2P
Mega Man morphs into a giant robot and fires a giant beam and a bunch of heat
seeking missiles at his opponent. It does very good damage and block damage as
well. Mash on the buttons to make more rockets come out and to make the super
inflict more damage. This combos off of a SJ.Short in air combos. It will also
cancel off of a 10+ hit Mega Buster or also off a Leaf Shield.
The opponent can get hit while Mega Man is morphing, which will cause the
opponent to get knocked into the beam. Don't throw this out at random if the
opponent is near you, unless of course you're finishing off an opponent with
next to nothing left on their life bar. The recovery time is long enough for an
opponent to punish you with a quick super or some beam supers.
If you do this in the air, Mega Man will not be able to do anything while he's
coming back down to the ground until he lands. While he's in the process of
doing the super, any attack can knock him out of the super. The ground version
starts up slow enough to give your opponent enough time to super jump over the
beam and rockets, so make absolutely sure that the super at least gets blocked
by your opponent.
RUSH DRILL D, DF, F + 2K
(Press U to jump, press P or K to dash, use joystick to move around.)
Mega Man commands his dog Rush to turn into a drill car. Mega Man then hops
inside and drills away at his opponent. Mega Man is completely invincible
during the entire super. It cancels off of a 10+ hit Mega Buster or off of a
Leaf Shield. Never throw this super out at random, unless you want to silence
an opponent with almost nothing left on their life bar. The recovery time is
awful and will cause to eat a super or nasty combo if its blocked.
BEAT PLANE (*) D, DB, B + 2K
(Press P to shoot fireballs and K to drop bombs, use joystick to move.)
Mega Man calls in Beat who morphs into a bigger bird with a propeller and a
seat. Mega Man hops in and fires away at his opponent. Pressing punch rapidly
makes Beat spit out fireballs. Pressing kick makes Beat drop bombs. This super
has been toned down in this game and now starts up painfully slow, so slow you
can't combo into it off any regular attacks anymore. In this game, this super's
totally useless. If you do decide to use this super, always go to the far end
of the screen when the super is ending while firing out a bunch of fireballs to
be safe.
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VI. COMBOS
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MAGIC SERIES
Ground Stronger
Jumping Stronger
Super Jumping Zigzag
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Launcher S.Roundhouse
Strikes None
Knockdown C.Roundhouse
Snapback S.Roundhouse
AC Finishers SJ.Fierce, SJ.Roundhouse, Mega Buster, Mega Upper,
Leaf Shield, Hyper Mega Man, Fierce Air Throw
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Assists Variable Counter _
A Mega Buster (2-Hit) Mega Buster (2-hit) \
B Mega Upper Mega Upper |-Hyper Mega Man
C Mega Buster (2-Hit) Mega Upper _/
When starting a combo with a J.Roundhouse, it may be necessary to dash in
afterwards, then continue the combo accordingly. J.Roundhouse may be replaced
with J.Short, J.Forward. S.Jab may be replaced with S/C.Short. S.Strong may be
replaced with S/C.Forward. In an air combo, Hyper Mega Man will combo only off
of a SJ.Short.
1. S.Jab, Mega Upper
2. S.Short, Mega Upper
3. S.Jab, S.Strong, Mega Upper
4. S.Jab, S.Strong, Mega Buster
5. C.Short, C.Forward, Mega Buster
6. J.Roundhouse, C.Short, C.Forward, C.Roundhouse, Mega Buster(OTG)
7. C.Short, C.Forward, C.Roundhouse, jab Tornado Hold(OTG)
8. Activate Leaf Shield, J.Roundhouse, S.Jab, S.Strong, release Leaf Shield
9. Activate Leaf Shield, J.Roundhouse, C.Short, C.Forward, release Leaf Shield
10. Activate Leaf Shield, J.Roundhouse, C.Short, C.Forward, C.Roundhouse,
release Leaf Shield(OTG)
11. J.Roundhouse, S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward [AC
Finisher])]
12. J.Roundhouse, S.Short, S.Roundhouse, SJ.(Jab, Short, Hyper Mega Man)
13. J.Roundhouse, S.Jab, S.Strong, Mega Buster(10+Hit), S.Roundhouse, SJ.(Jab,
Short, Strong, Forward, [AC Finisher])
14. S.Jab, S.Strong, Mega Buster(10+Hit), S.Roundhouse, SJ.(Jab, Short, Hyper
Mega Man)
15. Activate Leaf Shield, J.Roundhouse, S.Jab, S.Strong, Mega Buster(10+Hit),
release Leaf Shield
16. J.Roundhouse, C.Short, C.Forward, Mega Buster(10+Hit), Hyper Mega Man
17. Activate Leaf Shield, J.Roundhouse, C.Short, C.Forward, release Leaf Shield,
Hyper Mega Man
18. Activate Leaf Shield, C.Short, C.Forward, Mega Buster(10+Hit), release Leaf
Shield, Hyper Mega Man
19. J.Roundhouse, S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Mega
Buster(10+Hit), Hyper Mega Man)
20. Activate Leaf Shield, J.Roundhouse, S.Short, S.Roundhouse, SJ.(Jab, Short,
Strong, Forward, release Leaf Shield, Hyper Mega Man)
21. Activate Leaf Shield, J.Roundhouse, S.Short, S.Roundhouse, SJ.(Jab, Short,
Strong, Forward, Mega Buster(10+Hit), release Leaf Shield, Hyper Mega Man)
CORNER COMBOS
22. J.Roundhouse, S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward,
Fierce), C.Short(OTG), C.Roundhouse
23. S.Short, S.Roundhouse, SJ.(Jab, Short, Strong, Forward,
Fierce, Roundhouse(OTG)), S.Short, S.Strong, S.Roundhouse
24. Rush Drill, S.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward,
Fierce, Roundhouse(OTG)), S.Short, S.Strong, S.Roundhouse
25. Rush Drill, S.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Hyper Mega Man)
26. Activate Leaf Shield, J.Roundhouse, S.Jab, S.Strong, release Leaf Shield,
S.Roundhouse, SJ.(Jab, Short, Strong, Forward, [AC Finisher])
27. Activate Leaf Shield, J.Roundhouse, S.Jab, S.Strong, release Leaf Shield,
S.Roundhouse, SJ.(Jab, Short, Hyper Mega Man)
28. Activate Leaf Shield, J.Roundhouse, C.Short, C.Forward, Mega Buster(10+Hit),
S.Roundhouse, SJ.(Jab, Short, Strong, Forward, [AC Finisher])
29. Activate Leaf Shield, J.Roundhouse, C.Short, C.Forward, Mega Buster(10+Hit),
S.Roundhouse, SJ.(Jab, Short, Hyper Mega Man)
30. J.Roundhouse, C.Short, C.Forward, Mega Buster(10+Hit), Rush Drill,
S.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward, Fierce,
Roundhouse(OTG)), S.Short, S.Strong, S.Roundhouse
31. C.Short, C.Forward, Mega Buster(10+Hit), Rush Drill, S.Short(OTG),
S.Roundhouse, SJ.(Jab, Short, Hyper Mega Man)
32. Activate Leaf Shield, J.Roundhouse, S.Jab, S.Strong, release Leaf Shield,
Rush Drill, S.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Strong, Forward,
Roundhouse, Roundhouse(OTG)), S.Short, S.Strong, S.Fierce
33. Activate Leaf Shield, J.Roundhouse, S.Jab, S.Strong, release Leaf Shield,
Rush Drill, S.Short(OTG), S.Roundhouse, SJ.(Jab, Short, Hyper Mega Man)
34. Activate Leaf Shield, J.Roundhouse, C.Short, C.Forward, Mega Buster(10+Hit),
release Leaf Shield, Rush Drill, S.Short, S.Roundhouse, SJ.(Jab, Short,
Strong, Forward, Roundhouse, Roundhouse(OTG)), S.Short, S.Strong, S.Fierce
35. Activate Leaf Shield, J.Roundhouse, C.Short, C.Forward, Mega Buster(10+Hit),
release Leaf Shield, Rush Drill, S.Short, S.Roundhouse, SJ.(Jab, Short,
Hyper Mega Man)
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COMBO TREE
Thanks to 3pwood (
[email protected]) for this concept. This is
basically a tree of what attacks combo into other attacks. This does not list
every possibility but is basically to give you an idea of what attacks to do
according to the attacks you start with.
START
[Activate Leaf Shield]
|
|
J.Roundhouse
|
|
-----------------------------------
| |
| |
S/C.Jab/S.Short C.Short
| |
| |
--------------------- -------------------------------
| | ---->| | | |
| | | | | | |
Mega Upper | | S.Roundhouse Mega Upper C.Forward
| | | |
_________| | | |
| | SJ.Jab |
| _________| SJ.Short |
| | | |
| | | |
| | ----------------------- |
| | | | | |
| | | | |___ |
| | Hyper SJ.Strong | |
| | Mega Man SJ.Forward | |_
| | [AC Finisher] | |
| |____________ | |
|_______ | ------------------------ |
| | | | |
| | | | |
S.Strong | Mega Buster--------------->Release |
| | (10+Hit) Leaf Shield |
---------->|_______ | | | |
| | | ------------------------ |
| | ------------- |______ |
| ------------------------ |_____ | |
| | | | | Hyper |
| | | | | Mega Man |
| S.Fierce, Mega Buster---->Release | |
| Mega Upper (10+Hit) Leaf Shield | |
| | | | |
| | | | |
| ------------- | |
| |______________| |
| | |
| Hyper _________________|
| Mega Man, |
| Rush Drill, |
| Crossover C.Roundhouse
| Combination |
|___________________________________________|
|
|
Jab
Tornado Hold
TEAM HYPER COMBOS
Rush Drill and Hyper Mega Man are Mega Man's most useful supers for THC's. Both
of them can be a THC starter filler or ender. If you find any possibilities as
far as THC's go and it's not listed here, e-mail me and I'll put it up. I'll
give you credit for it as well.
1: first partner's super 2: second partner's super 3: third partner's super
A. 1. (Mega Man) Rush Drill 2. Any beam super, any rushing super, any dragon
punch super, Captain Storm, Omega Destroyer Weapon X, Fatal Claw, Venom
Web, Death Bite, Head Crush, Ultimate Web Throw, Gamma Wave, Gamma Quake,
Blodia Punch, Blodia Vulcan, Kikou-Shou or Shinkuu-Tatsumaki Senpuu Kyaku
3. Third partner's super
B. 1. (Mega Man) Hyper Mega Man 2. Any beam super, Captain Storm, Weapon X,
Venom Web, Head Crush, Cajun Explosion or Blodia Vulcan; if close: any
rushing super, any dragon punch super, Omega Destroyer, Blodia Punch, Death
Bite, Fatal Claw, Kikou-Shou 3. Third partner's super
C. 1. (Mega Man) Hyper Mega Man (SJ version) 2. Captain Sword, War Destroyer,
Gamma Quake, Gamma Crush, Super Optic Blast, Blodia Vulcan, Arctic Attack,
Super Dive, Cajun Explosion, Photon Array, Shinkuu-Hadouken (Sakura's
version), CODE: T-002, Lightning Strike or Magnetic Shock Wave 3. Third
partner's super
D. 1. Any rushing supers, any dragon punch supers or Sonic Hurricane or Gamma
Crush; in corner or up close: any beam supers, Venom Web, Weapon X, Fatal
Claw, Shinkuu-Gadouken, Blodia Punch or Gamma Quake 2. (Mega Man) Rush
Drill 3. Any beam super, any rushing super, any dragon punch super,
Captain Storm, Omega Destroyer Weapon X, Fatal Claw, Venom Web, Death Bite,
Head Crush, Ultimate Web Throw, Gamma Wave, Gamma Quake, Blodia Punch,
Blodia Vulcan, Kikou-Shou or Shinkuu-Tatsumaki Senpuu Kyaku
E. 1. First partner's super 2. Any rushing supers, any dragon punch supers
or Sonic Hurricane or Gamma Crush; in corner or up close: any beam supers,
Venom Web, Weapon X, Fatal Claw, Shinkuu-Gadouken, Blodia Punch or Gamma
Quake 3. (Mega Man) Rush Drill (OTG afterwards if in corner)
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VII. GENERAL STRATEGY
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Mega Man is a combo/keep away player character. His ground combos are about as
equally effective as his air combos. He is also good at playing keep away. You
should always be charging up your Mega Buster as much as possible. This is a
key move for starting combos, ending combos or canceling into a Hyper Mega Man
or Rush Drill.
Even though Mega Man is a good keep away player, don't expect to win battles by
standing at the other end of the screen firing a multitude of uncharged Mega
Busters. Uncharged Mega Busters don't do any block damage and you'll be in
serious trouble if your opponent finds a way around this lame strategy. It also
shows that you don't have a clue as to what you're doing. Mega Man plays much
better near his opponent than he does far away.
Mega Man's certainly not the best keep away player. His projectile attacks are
very slow and are not very good at surprising your opponent. Another thing is
that most other keep away players will out-prioritize him. Mega Man's keep away
game just doesn't stand a chance against those of Captain Commando, Cyclops,
Cable or War Machine, just to name a few. Fight close to your opponent as much
as possible.
When playing close, mix up your Tornado Holds, high and low attacks, jump-in
attacks and launcher attack. Occasionally throw out a Mega Upper to surprise
your opponent. If your opponent blocks a S/C.Roundhouse, cancel into a jab
Tornado Hold if you can. If you don't have Tornado Hold don't throw out a
C.Roundhouse unless you're absolutely sure that it will connect.
S.Roundhouse should always be used to counter jump-in attacks. It beats out
almost any jump-in attack and it has a pretty quick recovery. Mega Upper is not
a very good choice. It can leave you open for attack if it's blocked or it
misses.
The air is not a very good place for Mega Man to be fighting. His attacks don't
perform very well in aerial confrontations. If you want to try to stand a
chance in the air, use Mega Buster or Leaf Shield. If your opponent is below
you use J/SJ.Roundhouse.
Leaf Shield should be used as much as possible. It is Mega Man's most effective
weapon. It's easy to combo into and it's compatible with his Mega Buster and it
cancels into a Hyper Mega Man or Rush Drill. When you activate Leaf Shield do
it when you are at a safe distance or while your opponent is in the middle of a
super jump. While the Leaf Shield is activated, Mega Man cannot pick up another
item until the Leaf Shield is released or it dissolves.
Don't throw this move out at random. It's easy to jump over and Mega Man will
be wide open for attack. Use this only in combos or against single-hitting
projectiles. It will go through the projectile and hit your opponent. Mega Man
is vulnerable to multi-hitting attacks during the start-up. A trick you can do
is activate the Leaf Shield, then wait for your opponent to jump in. As soon as
they attack, do a Hyper Mega Man.
Rock Ball is also a good weapon, but is not made to be used the same way Leaf
Shield and Tornado Hold are. As I mentioned earlier Rock Ball is mainly used as
a distraction to your opponent. While it's bouncing off the walls, dash up to
your opponent and throw them or try attacking them while they're busy trying to
block the Rock Ball. It's also a good move for keeping your opponent on the
ground.
When calling in Eddy to give you a weapon, do it at a safe distance. Mega Man
is open to attack while calling Eddy. Also, if you are playing against Roll or
another Mega Man, they can take your weapon and vice versa. A cool trick to do
when playing against Roll or another Mega Man is call in Eddy to give you Rock
Ball or a weapon that your opponent doesn't want. Time it carefully so that
when Eddy throws out the weapon, you start walking backwards and your opponent
will try walking after you and end up getting Rock Ball. I do this a lot to
many opponents since a lot of players don't find Rock Ball very useful.
Mega Man's supers do pretty good damage. Rush Drill and Hyper Mega Man are the
only two supers that you should use. The best way to get these to connect is to
cancel out of a thrown Leaf Shield or cancel a charged Mega Buster into one of
these supers. Hyper Mega Man can be comboed into off of a SJ.Short in air
combos, which is very effective. Be careful about when to use these supers
because neither one has a very good recovery delay. The best time to use these
is for punishing mistakes, after throwing out a Leaf Shield or charged Mega
Buster, or if your opponent has next to nothing left on their life bar.
Assists B and C are Mega Man's best assist attacks. Assist B is for countering
jump-in attacks and to help your primary character out of corner pressure. It
also serves as a good decoy. Throw it out at random and if it gets blocked,
dash up to your opponent and punish them if they foolishly try to attack Mega
Man.
Assist C is used for helping out a character that doesn't play very well at a
distance. It's not as good as other projectile assists, but it works. The
other good thing about this is that Mega Man is usually safe while he's doing
this.
==============================================================================
VIII. MISC. STUFF
==============================================================================
-----------------------------------------------------------------------
ADVANTAGES AND DISADVANTAGES
ADVANTAGES
1. Decent keep away character
2. Awesome combo character
3. Many combo possibilities
4. High-priority ground and air combos
5. Very effective special moves
6. Highly-damaging supers
7. Plays well both offensively and defensively
8. Small character, tends to give big characters a hard time
9. Fun to use
DISADVANTAGES
1. Bad recovery delay on all his special moves and some regular moves
2. Bad recovery delay on all his supers
3. A little difficult to learn
4. Short range
5. Scrub-friendly
6. Slow start-up on some of his key moves
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SPECIAL FEATURES
Mega Man has the ability to do a triangle jump. When you're in the air and are
against a wall or are jumping towards the wall, press forward or up-forward to
jump off the wall. This is a good way of getting out of the corner and for
evading beam supers.
ACKNOWLEDGEMENTS
Kmegura for info on Mega Man's special moves
Capcom for making such a cool game
3pwood (
[email protected]) for the Combo Tree concept
shoryuken.com for some combos
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IX. LEGAL STUFF
==============================================================================
This FAQ is Copyright (c) 2000 by Daniel Finch. No part of this FAQ may be
reproduced, or re-posted on the Internet in its original, unedited and unaltered
format or redistributed under a different name in any way what-soever. Any
Internet, commercial or public use is prohibited without written permission from
the author. Profit from this FAQ in any form is also prohibited. Any
similarities between this FAQ to another FAQ or another web page are unintended
and coincidental. Cable, Cyclops and War Machine are registered trademarks of
Marvel Comics. Mega Man, Dr. Light, Dr. Wily, Proto Man, Beat, Rush, Eddy,
Roll, Captain Commando, Sakura and Marvel vs. Capcom 2: New Age of Heroes are
all registered trademarks of Capcom.