Mega Man (SSB4)
Mega Man (ロックマン, Rockman) is a newcomer in Super Smash Bros. 4. He was announced at Nintendo's E3 2013 Direct Conference presentation for the game. Mega Man is one of the five third-party characters in the game along with SEGA's Sonic, Bandai Namco's Pac-Man, fellow Capcom character Ryu, and Square Enix's Cloud, and was the first third-party character to be revealed for the game. He does not widely use hand-to-hand combat, and instead relies on his large arsenal of weaponry. His sound effects are reused from the vast number of retro Mega Man games he's appeared in.
As in his home series, Mega Man's moveset relies heavily on various projectiles, giving his attacks unusual functions and characteristics. This extends beyond his special moves and into to his standard moveset. For his neutral attack, he fires shots from his Mega Buster, and for his side tilt, he fires shots from his Mega Buster while walking. His up tilt, the Mega Upper, is a jumping uppercut, and his down tilt is a forward slide.
Despite having an unusual set of moves, Mega Man shines in approaching while spacing opponents at midrange and disrupting any approaches, for he is blessed with two projectiles that can cause opponents to react predictably: Metal Blade's ability to be thrown in 8 directions and trapping opponents in high hitstun makes it a fantastic mindgame and shield baiting tool, while Crash Bomber can cause panicky opponents to run towards Mega Man or shield the explosion. Both projectiles easily lead to a grab punish – as Mega Man owns a great grab combo ability, having a fast grab and many of his attacks connecting reliably after a throw, this allows him to rack up damage absurdly easily once he grabs an opponent. He doesn't have much trouble KOing once his opponents are damaged either, for he has many finishing options: from his lightning-fast up tilt to his projectile based forward smash which can be used to edgeguard. His other projectiles are terrific, notably his aerials; up aerial can KO early if an opponent is high up, and his down aerial being one of the safest meteor smashes in the game. To top it all off, Mega Man is a fantastic spacer too: his jab is a fast and useful projectile (that can be used while moving and jumping) which interrupts most attacks and weak projectiles at a safe range, and when combined with Metal Blades and Crash Bombs makes Mega Man difficult to approach. Due to his amazing pressuring ability and grab game, characters without a projectile or with low reach can have trouble approaching without being severely punished. Even if he does get knocked around, Mega Man is actually a heavyweight for his size, weighing only slightly less than Captain Falcon, meaning he is more likely to survive lethal smashes that could KO a lighter character, especially with proper DI and his good recovery move, Rush Coil.
Regardless of his good grab game and punishing options, Mega Man still has his flaws. Since his projectiles are imperative in initiating combos, he suffers against opponents with reflectors. His low speed and endlag on his non-projectile moves significantly limit his approach. He lacks options in keeping away foes up close, with no actual jab or quick standard attacks to knock them away. Because most of his strongest attacks suffer from either noticeable startup or ending lag, Mega Man works best at mid-range where his attacks can connect safely, though at the cost of giving opponents a good amount of time to react to any of his attacks, somewhat making his finishers predictable.
In essence, Mega Man is a medium-ranged projectile fighter who has no trouble spacing opponents, though KO attempts can be risky for him as he suffers slightly at close range. He has to use his fantastic spacing and grab punish options to rack up damage at medium range while keeping his distance until the opponent is weak enough to risk using one of his laggy yet powerful finishing moves.
Mega Man does gain benefit from his custom moves. Danger Wrap is harder to land than Ice Slasher or Crash Bomber, but deals more damage and knockback. Tornado Hold has more offensive value due to it dealing damage and granting Mega Man new combo potential. Plant Barrier does not lost as long as the default Leaf Shield, but can deal and absorb more damage. Skull Barrier lacks a hitbox when circling Mega Man and deals less damage when thrown, but it reflects projectiles when orbiting and can't be destroyed, giving it a defense value than both Leaf Shield and Plant Barrier lack.
Mega Man initially only received very minor buffs to his Leaf Shield since 1.0.4, but in update 1.1.1, he has had the speed of his Ice Slasher and Hyper Bomb custom specials slightly improved as well, along with a slight increase to Hyper Bomb's power and splash damage. However, the changes to shield mechanics make some of his projectiles, most notably his forward smash, less safe on shield due to their low hitlag.
Me - ga - Man!
Warps down on to the stage, similar to how he did in the classic Mega Man games.
A short remix of the beginning of the title screen music from Mega Man 2.
In competitive play
In Event Matches