|| Mega/Rock Buster
|| 2%, 2.5% sweetspot
|| Mega Man fires up to three shots from his arm cannon, which have limited range. He lacks a proper forward tilt and neutral air due to his ability to shoot while walking forwards or jumping (though the moves do have minute differences). Mega Man has a sweetspot located on his arm cannon, which does extra damage and knockback.
|| Mega/Rock Buster Run
|| Behaves identically to Mega Man's neutral attack, except Mega Man fires while running forwards.
|| Mega/Rock Upper
|| 17% sweetspot, 12% sourspot
|| A jumping uppercut. Based on the move of the same name from Marvel vs. Capcom, which is itself a tribute to the Shoryuken from the Street Fighter series.
- Pros: It has almost no startup lag, and is even stronger than his Up Smash (if sweetspotted). It is able to KO reliably under 90% (against light-medium weight characters). Good punishing move.
- Cons: Very high ending lag. Since it is simply an uppercut, it has quite a short range. Do not use carelessly.
|| Slide Kick
|| 8% sweetspot, 5% sourspot
|| Mega Man's signature sliding kick attack. Mega Man moves approximately 4 character lengths forward with this move.
- Pros: Very little startup lag. Great priority. The hitbox lasts all the way until the slide is finished, which can cause to hit opponents who want to roll away from you. Good move to catch your opponent by surprise.
- Cons: Can end up very predictable if used too frequently. Low knockback.
|| Top Spin
|| 11% if all hits connect
|| Mega Man boosts forwards while spinning, damaging whatever he touches. Good priority. Small noticeable ending lag. Based on Top Man's weapon from Mega Man 3.
|| Mega/Rock Buster Charge Shot
|| 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.
|| Spark Shock
|| 15-20% if all hits connect
|| Mega Man turns his hands into electrodes, creating a powerful multi-hitting ball of electricity above him. Based on Spark Man's weapon from Mega Man 3.
|| Flame Blast
|| Mega Man creates two flaming pillars on either side of him, which launch the opponent upwards. Great knockback when hit with the first frames of the hitbox. This move has very long endlag. It is based on Flame Man's weapon from Mega Man 6.
|| Mega/Rock Buster
|| 2%, 4% sweetspot
|| Behaves identically to Mega Man's neutral attack, except Mega Man fires while falling in the air. The move has a sweetspot in the center of Mega Man that does extra damage and has high knockback.
|| Flame Sword
|| 9% sweetspot, 5% sourspot
|| A quick overhead slash from a flaming sword. It is based on Sword Man's weapon from Mega Man 8.
|| Slash Claw
|| Hits three times; 5%, 4% then 3%
|| Mega Man quickly turns around and swipes at the air behind him. It is based on Slash Man's weapon from Mega Man 7. Has decent knockback and can surprise opponents when edgeguarding.
|| Air Shooter
|| 9% first hit, 1% otherwise
|| Mega Man fires a small tornado straight above him. It travels a fair distance, drawing in opponents who touch the tornado. It is based on Air Man's weapon from Mega Man 2. Can easily Star KO opponents when around mid-high percentages, especially if the opponent tries to jump out of it.
|| Hard Knuckle
|| 14% sweetspot, 12% sourspot
|| Mega Man shoots his fist straight downwards, as a projectile. This move is a meteor smash if sweetspotted, with the sweetspot at the bottom of the projectile. the sourspot does horizontal knockback. It is based on Hard Man's weapon from Mega Man 3.
|| Super Arm
|| Mega Man grabs his opponent with one hand and lifts them over his head. It is based on Guts Man's weapon from Mega Man.
|| Super Squeeze
|| Mega Man squeezes his opponent with his Super Arm.
|| Throws the opponent forward. Low base knockback.
|| Mega Man turns around and throws the opponent behind him.
|| Throws the opponent upward.
|| Throws the opponent downward. The opponent flies straight up after hitting the ground. When done at low percentages, this can combo into many other moves.
|Floor attack (front)
|Floor attack (back)
|Floor attack (trip)
|| Mega Man kicks both feet out while spinning.
|| Edge Kick
|| Mega Man jumps up and performs a kick in a similar fashion as his down tilt.
|| Metal Blade
|| Hits twice; 3% per hit when shot, 5% per hit when thrown again
|| 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. The move is based on Metal Man's weapon from Mega Man 2.
|Neutral special custom 1
|| Hyper Bomb
|| 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. The move is based on Bomb Man's weapon from Mega Man.
|Neutral special custom 2
|| Shadow Blade
|| 2% per hit
|| 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. It is based on Shadow Man's weapon from Mega Man 3.
|| Crash Bomber
|| A 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 dissapears. The move is based on Crash Man's weapon in Mega Man 2.
|Side special custom 1
|| Ice Slasher
|| Fires a ice projectile that deals less damage than Crash Bomber, but it will pierces enemies and also freeze. It is based on Ice Man's weapon from Mega Man.
|Side special custom 2
|| Danger Wrap
|| Fires an explosive wrapped in a bubble that floats upwards and it will explode if is in contact with the enemy. It is based on Burst Man's weapon from Mega Man 7.
|| Rush Coil
|| 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. The move is based on the Rush Coil from Mega Man 3.
|Up special custom 1
|| Tornado Hold
|| 1-2% per hit up to 6%
|| Drops a fan on the ground that creates a tornado and pushes anyone caught in that tornado with vertical reach. It can be also used to combo into Flame Sword or Slash Claw. If used in midair, it causes the fan to fall as pushes Mega Man up. It is based on Tengu Man's weapon from Mega Man 8.
|Up special custom 2
|| Mega Man summons Beat, which he grabs onto as it lifts him upwards with great horizontal distance, but slower than Rush Coil.
|| Leaf Shield
|| 2% per leaf
|| 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. The move is based on Wood Man's weapon from Mega Man 2.
|Down special custom 1
|| Plant Barrier
|| 3% when circling. 4% when thrown
|| 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. The move is based on Plant Man's weapon from Mega Man 6.
|Down special custom 2
|| Skull Barrier
|| Produces skulls that orbit around him. It does no damage at all, but it can reflect projectiles and travels less distance. The move is based on Skull Man's weapon from Mega Man 4.
|| Mega Legends
|| 3% black hole bomb, 39% beam
|| Mega Man fires a black hole bomb, which explodes in front of him. If anyone falls into it, the Final Smash begins. Mega Man is joined by Mega Man X, MegaMan.EXE, Mega Man Volnutt, and Geo Stelar, who combine the strength of their respective busters to create one massive attack, targeting whoever fell into the black hole.