Mega Man (SSBU)
| Mega Man in Super Smash Bros. Ultimate | |
|---|---|
| Universe | Mega Man |
| Other playable appearance | in SSB4 |
| Availability | Unlockable |
| Final Smash | Mega Legends |
| Tier | A (26) |
Mega Man (ロックマン, Rockman) is a playable character in Super Smash Bros. Ultimate, being officially confirmed on June 12th, 2018 alongside the rest of the returning roster. Mega Man is classified as Fighter #46. He reuses the sounds that were used in Super Smash Bros. 4.
Mega Man is ranked 26th out of 82 on the current tier list, placing him in the middle of the A tier; this is a noticeable improvement from his previous placement in SSB4, being ranked 27th out of 54. Mega Man is a projectile-heavy fighter, with a myriad of built-in projectiles in his normal moveset. Such examples include his Mega Buster (neutral attack, forward tilt and neutral aerial), forward smash, and up and down aerials, with all his non-projectile normals serving other effective purposes, such as setups (back aerial) or being outright powerful (down smash and up tilt). His specials wrap up his projectile game nicely, with effective setup tools in Metal Blade and Crash Bomber and defensive disruption in Leaf Shield. He also has a great recovery and strong survivability due to his strong aerial mobility, above average weight and a long-distanced recovery option in Rush Coil that doesn't make him helpless. Combined, Mega Man has an outstanding zoning game, allowing for a strong camping playstyle.
Despite these numerous strengths, Mega Man has several flaws. He is one of the easiest characters to combo and juggle due to his weight and status as a fast-faller, and difficulty landing due to having few effective combo breakers. Mega Man's overreliance on projectiles also means he struggles against characters who have small hitboxes, rushdown gameplans, and especially reflection and absorption abilities, who can greatly hinder or shut down his entire gameplan. While Mega Man has fast air mobility, his lackluster dashing speed limits his options on the ground, and his strongest attacks suffer from generally high startup or ending lag, which make them quite risky. Finally, some of his moveset can be inconsistent with connecting, with examples such as up smash, Leaf Shield and Mega Buster normals being prone to dropping opponents early, adding to his already lacking close range options.
Overall, Mega Man can apply a lot of pressure with his various projectiles and his strong zoning game; however, he often struggles when his defenses are broken. Early results from Mega Man were strong thanks to Kameme, who placed highly at several majors and supermajors. Although Mega Man's representation suffered after Kameme switched to Sora, dedicated mains such as Peabnut, MPg and Repo have continued to produce solid results for him.
How to unlock[edit]
Complete one of the following:
- Play VS. matches, with Mega Man being the 42nd character to be unlocked.
- Clear Classic Mode with Pikachu or any character in its unlock tree, being the 4th character unlocked after R.O.B.
- Have Mega Man join the player's party in World of Light.
Mega Man must then be defeated on Wily Castle (the Ω form is used in World of Light).
Attributes[edit]
Mega Man is a short, heavyweight character who deviates himself in terms of attributes compared to his fellow heavyweights. He has slightly above-average walking speed, average dashing speed, the 19th fastest air speed (tied with Duck Hunt, Sheik, Cloud, Lucas, and Bowser), is tied with Wario for the 26th highest gravity, low traction, the 11th fastest falling speed (tied with Young Link, Roy, Chrom, Wolf, and Falco), and is tied with Rosalina for the 6th fastest air acceleration. Thus, he is aerodynamic in terms of movement and, for his weight, has decent mobility. 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 his standard moveset. For his neutral attack, he fires shots from his Mega Buster, and for his forward tilt, he fires shots from his Mega Buster while walking. His up tilt, the Mega Upper, or Shoryuken as called by commentators, 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 has two projectiles that can cause opponents to react predictably: Metal Blade's ability to be thrown in eight 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 easily once he grabs an opponent. He does not have much trouble KOing once his opponents are damaged either, for he has many finishing options ranging from his up tilt to his forward and back aerials to his projectile-based forward smash, which can be used to edgeguard. His other projectiles are terrific, notably his aerials; up aerial can rack up damage very quickly and KO early if an opponent is high up, and his down aerial is one of the safest meteor smashes in the game. To top it all off, Mega Man is a fantastic spacer: 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, while also keeping the opponent away from him. He also has a great grab and throw game, with down throw being a reliable combo starter, up throw being useful for pressuring and juggling, and a back throw with great power, KOing reliably. 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 a semi-heavyweight character, weighing only slightly less than Ryu, meaning he is more likely to survive potentially lethal blows that could KO a lighter character, especially with proper DI and his good recovery move, Rush Coil, which does not leave him helpless.
Regardless of his good grab game and punishing options, Mega Man still has some flaws to counter his strengths. Since his projectiles are imperative in initiating combos, he suffers against opponents with reflectors or other methods to render his projectiles ineffective, such as the Villager and Isabelle's Pocket. His low speed and ending lag on his non-projectile moves significantly limit his approach. He lacks options in keeping away foes up close, with no actual melee 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 very versatile, 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 due to the lag of his attacks. He has to use his effective 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 slow yet powerful finishing moves. This causes Mega Man to be patient in his game plan, with him having to wait for one opening to take out stocks effectively.
Changes from Super Smash Bros. 4[edit]
Mega Man has seen a mix of buffs and nerfs in the transition from SSB4 to Ultimate. Though he has seen a general improvement to his moveset, he has lost the main tools he had to accumulate damage in the previous game; gameplay changes compound both the good and bad points.
Mega Man's projectile game has been generally improved. His Mega Buster shots (neutral attack, forward tilt and neutral aerial), a staple of his neutral game, cover a longer distance, allowing him to apply more pressure from afar, and forward smash has longer range and much less ending lag, enabling it to be used much more safely as a disjointed KO option. Crash Bomber travels faster and has had its knockback reduced to the point where combos led from it are more consistent at a wider array of percentages (though this does come at the cost of its KO power), and it now explodes on contact with enemies when it latches on to a surface, improving its use as a pressure option. Leaf Shield activates significantly faster, hits opponents at a quicker rate (thus dealing more damage), and the leaves no longer disappear on hit.
His close-up game has been improved as well, as his dash attack deals more damage and connects more reliably, and his forward aerial has decreased landing lag with considerably more knockback, allowing it to combo at lower percents and KO reliably at higher percents, while also making it safer on shield. Other buffs include those to Rush Coil, which no longer incurs a high amount of landing lag, noticeably improving Mega Man's recovery mixups, as he can now safely land onstage with the move instead of having to grab the ledge.
However, Mega Man is not without a few direct nerfs. His forward smash has much less power when fully charged, which makes it a less rewarding option and compensates for its improved ease of use. Mega Man can no longer shield, grab, throw items, or hang from ledges while using Leaf Shield, making it riskier to use offstage and reducing its versatility.
The universal gameplay changes bring both improvements and downgrades for Mega Man, but hinder him overall. The reintroduction of directional air dodges improves Mega Man's already good recovery, as Rush Coil's lack of a helpless state lets him use a directional air dodge afterwards for additional distance. The ability to run-cancel with any ground attack gives him more opportunities to land his powerful up tilt. The nerfs to air dodges allow him to challenge and pressure opponents more effectively with his projectiles, especially his up aerial to juggle them, but also make his disadvantage state worse due to his lack of options to break out of combos. While the general increases in mobility allow Mega Man to close in on opponents more easily to harass them, this also allows them to overcome him if not played carefully, made worse by, again, his vulnerability to combos. However, the biggest nerf comes from the changes to footstools, as the ability to tech them makes his well-known footstool combos and jab lock and KO setups much less consistent.
Altogether, Mega Man's entire arsenal is generally more potent at racking up damage, and his zoning capabilities remain strong, but this has come at the cost of his famous footstool combos, and the game's faster pace favors more aggressive playstyles, allowing faster characters to more easily overcome him, meaning he must keep playing carefully to avoid letting the opponent catch up to him. Game updates have also brought nerfs to Mega Man, which did affect his early performance. When combined with game updates' changes to other characters and the introduction of other powerful DLC characters, while Mega Man doesn't perform better or worse than in SSB4 as a standalone character, he is slightly worse relative to the cast in Ultimate.
Aesthetics[edit]
Due to the aesthetic used in Ultimate, Mega Man's model features a more subdued color scheme. Some of the mechanical details on his body are more pronounced, and his armor has a more realistic metallic sheen.
Mega Man's Mega Buster now emits a small, blue ring-shaped particle upon firing. This resembles the effect present in Mega Man 8, Mega Man & Bass, and Mega Man 11.
Mega Man now opens his mouth a little while firing the Mega Buster on the ground, unlike in his own games. He also opens his mouth while shielding.
Mega Man has a new shield break animation.
Mega Man emits sparks whenever he takes damage. This is shared with Samus, Dark Samus, and R.O.B., all of which are mechanical-based fighters.
All of Mega Man's victory animations have been changed in some way:
The victory animation where Mega Man points upwards then outwards is modified so he is dashing in instead of falling from the sky.
The victory animation where he strikes his title screen pose from Rockman has been reanimated to be slightly slower.
Mega Man now shoots thrice instead of twice in his standing victory animation.
Unlike other characters, who reuse their NTSC English title in all versions of Ultimate, Mega Man's Boxing Ring is now "The Blue Bomber" from the PAL version of Smash 4 across all English versions, rather than "Blue Metal Hero" from the NTSC version.
When KO'd by reaching 0 HP during his final stock in Stamina Mode, Mega Man no longer emits his orbs immediately; he now only does so after a short while when he isn't the last victim, alongside the regular instant KO effect.
Attributes[edit]
Like all characters, Mega Man's jumpsquat animation takes 3 frames to complete (down from 4).
Mega Man runs faster (1.456 → 1.602).
Mega Man's initial dash is significantly faster (1.5 → 1.958).
Mega Man walks slightly faster (1.078 → 1.132).
Mega Man's air speed is slightly higher (1.1 → 1.155).
Mega Man's traction is higher (0.06 → 0.094), although it is considerably low compared to the rest of the cast.
Forward roll has less ending lag (FAF 31 → 30).
Forward roll grants less intangibility (frames 4-17 → 4-15).
Back roll has more startup with less intangibility (frames 4-17 → 5-16), and more ending lag (FAF 31 → 35).
Spot dodge has less ending lag (FAF 28 → 26).
Spot dodge grants less intangibility (frames 3-18 → 3-17).
Air dodge grants more intangibility (frames 3-28 → 3-30).
Air dodge has more ending lag (FAF 34 → 46).
The reintroduction of directional air dodges improves Mega Man's recovery more than other characters', as due to Rush Coil not causing helplessness, he can get additional distance with a directional air dodge after using it.
The ability to tech aerial footstools in Ultimate hinders Mega Man's KO setups at high percents.
Ground attacks[edit]
- Neutral attack/Forward tilt:
Neutral attack and forward tilt's shots last longer (18 frames → 23), allowing them to cover more distance and thus increasing their range.
Both moves deal less shield damage (1 → 0 (Mega Buster), 0 → -1 (shots)).
Mega Man centers his eyes for a bit after using his forward tilt.
- Up tilt:
The ability to use any ground attack out of a run in Ultimate benefits up tilt's usage, as combined with its sheer knockback and Mega Man's faster ground movement, it can catch landings and punish opponents much more effectively for KOs.
- Down tilt:
Down tilt's clean hit has more base knockback (80 → 92), but less knockback scaling (70 → 60). This makes it safer on hit at low percents, but hinders its KO potential.
- Dash attack:
Dash attack deals more damage (1% → 1.2% (hits 1-7), 3% → 4% (hit 8); 10% → 12.4% (total)), with knockback not compensated on the last hit, improving its KO potential.
It's faster (frame 8 → 7) with the same endlag (FAF 61 → 60).
Its linking hits have a lower hitlag multiplier (1× → 0.5×), and one of their hitboxes has lower set knockback (65 → 36), making them harder to SDI out of and allowing them to connect more reliably.
One of dash attack's looping hitboxes is bigger (1u → 3u).
The last hit has gained a shieldstun multiplier of 2.1×, making it safer on shield.
The final hit has a larger hitbox (6u → 8u).
- Forward smash:
Forward smash has much less ending lag (FAF 70 → 55), significantly improving its utility as a projectile and long range KO option.
The shot travels faster, allowing it to cover more distance.
It deals less damage when fully charged (19.5% → 14.95%), reducing its maximum KO potential.
- Up smash:
Up smash's last hit has increased base knockback (30 → 34).
Up smash's looping hits have a new hitbox, improving its consistency.
- Down smash:
Down smash deals more knockback (30 base/99 scaling → 31/103 (clean), 105 scaling → 106 (mid), 35 base/36 scaling → 60/40 (late)), improving its KO potential.
the clean and mid hit sweetspots are bigger (5.5u → 6.4u), placed lower (Y offset : 5.0 → 4.2) and closer to Mega Man (Z offset : 8.5 → 7.7). This improves the move's range in all direction, but most notably downwards.
Aerial attacks[edit]
- Neutral aerial:
Neutral aerial's shots last longer (18 frames → 23), allowing them to cover more distance and thus increasing their range.
The move deals less shield damage (1 → -0.5 (Mega Buster), 0 → -1 (shots)).
- Forward aerial:
Forward aerial has less landing lag (19 frames → 11). Combined with its launch angle, this grants it combo ability into itself from low to mid percents.
It deals significantly more knockback (23 base/90 scaling → 48/118), now KOing reliably below 170% from the center of Final Destination, compared to being unable to KO below 250% under the same circumstances.
- Back aerial:
Back aerial's first two hits launch grounded opponents vertically instead of horizontally along the ground, allowing them to connect more reliably.
The move has slightly more ending lag (FAF 43 → 45).
The third hit has altered knockback (30 base/180 scaling → 20/183), hindering its overall KO potential, although its KO potential from across the stage is slightly better.
- Up aerial:
The changes to air dodges drastically benefit Mega Man's up aerial compared to others, as due to being a projectile, it can juggle opponents more effectively by constantly pressuring them into using up their air dodges.
It has one frame more landing lag (19 frames → 20).
Due to the new buffer for short hopped aerials, which no longer allows for full hopped aerials to be performed in the first frame of a jump, the move can no longer auto-cancel in a full hop.
The first six hits have smaller hitboxes (7u → 5u (hits 1-3), 8.5u → 7u (hits 4-6), but are placed higher (Y offset: 0u → 3u). This increases their vertical range, but decreases their horizontal range.
- Down aerial:
Down aerial has less landing lag (24 frames → 14).
The shot lasts longer (11 frames → 13), allowing it to cover more distance and thus increasing its range.
The late hit against grounded opponents has more base knockback (5 → 40), but less knockback scaling (90 → 70), slightly hindering its KO potential.
Throws and other attacks[edit]
- Grabs:
All grabs have slightly longer range (Z2 offset: 8.4 → 8.9 (standing), 10.5 → 10.6 (dash), -14.4 → -14.8 (pivot)).
All grabs have increased ending lag (FAF 31 → 38 (standing), 38 → 46 (dash), 36 → 41 (pivot)).
Dash and pivot grab have slightly more startup lag (frame 8 → 9 (dash), 9 → 10 (pivot)).
The speed of Mega Man's throws is no longer weight-dependent. This reduces down throw's combo potential on lightweights, but increases it on heavyweights.
Mega Man's throws are all reanimated to be less stiff.- Pummel:
Pummel deals more hitlag (5 frames → 14), but has less startup (frame 5 → 1) and significantly less ending lag (FAF 29 → 7), shortening its duration. This makes it much more reliable for racking up damage.
It deals much less damage (3% → 1.3%).
- Edge attack:
Edge attack deals more damage (7% → 9%).
Special moves[edit]
- Metal Blade:
Metal Blade deals less shield damage.
Its damage outputs have been reversed: it deals more damage per hit when spawned (3% → 5%), but less when thrown as an item (5% → 3%).
Metal Blade wobbles once it sticks to the ground or another surface.
Mega Man now appears surprised if the move fails to spawn a Metal Blade.
- Crash Bomber:
Upon latching onto a surface, Crash Bomber can now explode on contact with opponents before its timer finishes, improving its utility.
The explosion's last hit has more base knockback (40 → 70), but drastically less knockback scaling (120 → 65). This improves its combo ability, but significantly hinders its KO power.
The projectile travels faster (speed 2 → 2.4), but doesn't last as long (60 → 51).
Crash Bomber visually flashes more intensely.
- Rush Coil:
Rush Coil no longer incurs 30 frames of landing lag, allowing Mega Man to land onstage with it much more safely without having to grab the ledge.
- Leaf Shield:
Leaf Shield has significantly less startup (frame 50 → 9) and ending lag (FAF 54 → 36) when activated, making it much safer to use.
The leaves spin faster around Mega Man, do not vanish upon hitting opponents, and deal more knockback (14 base/22 scaling → 35/20) with a faster rehit rate (18 frames → 11). This allows the move to protect Mega Man much more effectively, with the hits of the circling leaves now comboing opponents in range until the shield is thrown.
This also increases the move's overall damage output, despite each hit from the circling shield dealing less damage (2% → 1.5%).
The shield can be thrown much faster after its activation (frame 22 → 13).
However, the throw's total duration has not been fully compensated (FAF 56 → 54), increasing its ending lag by seven frames.
Leaf Shield no longer allows Mega Man to shield, grab, or hang onto ledges while the shield is active. This prevents him from dealing extra damage to grabbed opponents with the leaves.
The shield has a shorter maximum duration, and Mega Man always throws it automatically after it ends, potentially leaving him open to punishment if the shield's duration ends when he is close to opponents.
Leaf Shield requires holding the special move button for it to spin around Mega Man; otherwise, it will be thrown automatically.
The thrown shield's hits have a higher hitlag multiplier (0.3× → 0.5×). This makes them easier to DI, but gives Mega Man more time to follow up.
- Mega Legends:
Both Proto Man and Bass now appear alongside the Mega Legends to attack the target.
Perhaps as a result, the middle portion of the attack deals more damage (27% → 31.2%), increasing the move's maximum damage (40% → 44.2%).
The final hit has lower knockback scaling (140 → 130), and a higher minimum angle (40˚ → 45˚) weakening its KO potential overall.
Update History[edit]
Mega Man has been given buffs and nerfs, but was nerfed overall in game updates. Update 2.0.0 made it so Mega Man could no longer use his special moves when jumping and using his neutral attack/forward tilt. Update 3.0.0. made his neutral attack, forward tilt, neutral aerial, and Metal Blade deal less shield damage. His Leaf Shield was also slightly nerfed, giving it more startup and ending lag, on top of making it so Mega Man cannot throw items while Leaf Shield is active, lowering its damage and combo potential. On the flip side, his up smash was buffed, giving the last hit more base knockback.
In update 8.0.0, his rolling tech was given one more frame on ending lag, making it standardized with the rest of the cast.
Update 13.0.1, the final character adjustment patch, gave Mega Man a small amount of buffs. His dash attack was given one frame less startup and ending lag, down smash was granted more downward range, and Crash Bomber deals more damage.
Overall, Mega Man does fare worse than how he did at the beginning of Ultimate, but nonetheless continues to gain good results and remain a viable character.
Special moves can no longer be used when jumping and using neutral attack/forward tilt.
Neutral attack, forward tilt and neutral aerial all deal less shield damage (1 → 0 (Mega Buster, neutral attack), 1 → -0.5 (Mega Buster, neutral aerial), 0 → -1 (shots)).
Up smash's last hit has increased base knockback (30 → 34).
Metal Blade deals less shield damage (0 → -2.5/-1.5 (initial throw/item throw)).
Leaf Shield has more startup (frame 7 → 9) and ending lag (FAF 34 → 36). Mega Man can also no longer throw items during it.
Rolling techs have one frame more ending lag (FAF 40 → 41), matching the rest of the cast.
- Dash attack
Dash attack has less startup (frame 8 → 7) with its total duration reduced as well (FAF 61 → 60).
The final hit deals more base knockback (60 → 70).
Down smash has more downward range, hitting below the stage more reliably.
Crash Bomber deals more damage (hits 1-4: 1% → 1.5%, total: 8% → 10%).
However, this results in the multi-hits dealing more knockback at high percents, making them more likely to knock opponents out of range of the rest of the hits.
Moveset[edit]
- Mega Man can wall jump.
For a gallery of Mega Man's hitboxes, see here.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
| Name | Damage | Description | ||
|---|---|---|---|---|
| Neutral attack | Mega Buster (ロックバスター, Rock Buster) | 2% (shot), 1% (buster) | Fires up to three shots from his Mega Buster, which have a fairly long range but do little knockback. The pellets have very high priority, being able to even nullify Corrin's Dragon Fang Shot in one go. The move has a sweetspot around the Mega Buster itself. | |
| Forward tilt | Mega Buster (ロックバスター, Rock Buster) | 2% | Behaves identically to Mega Man's neutral attack, except the Mega Buster itself has no hitbox, and Mega Man fires while running forwards. Jumping after firing twice will immediately transition to neutral aerial, and can combo consistently as well. | |
| Up tilt | Mega Upper (ロックアッパー, Rock Upper) | 17% (clean), 12% (mid), 8% (late) | A quick-rising uppercut. For a tilt, it has incredible power and vertical range, with the sweetspot having as much power as some smash attacks and being able to reliably KO medium-light characters under 80%. It has little startup lag at frame 6 but extreme ending lag (55 frames), a small sweetspot and little horizontal range. Grants his entire body intangibility on frames 5-7. Based on a maneuver of the same name Mega Man received in Mega Man 2: The Power Fighters, which became his Shoryuken-styled move in the Marvel vs. Capcom series. | |
| Down tilt | Sliding (スライディング) | 8% (clean), 5% (late) | Mega Man's signature sliding kick. Has very little startup at frame 5 and has sex kick properties. It has amazing range, since the hitbox lasts all the way until the slide is finished, which can hit opponents attempting to roll away. A good surprise move and approach option, but only if not overused. Mega Man's legs are intangible at frames 3-12. The actual sliding ability introduced in Mega Man 3 is a non-damaging maneuver, though said ability becomes weaponized with the Charge Kick, Charge Man's weapon in Mega Man 5. Additionally, it could be based on the Leg Breaker maneuver Mega Man can use in the secret fighting game mode in Mega Man 7. | |
| Dash attack | Top Spin (タップスピン) | 1.2% (hits 1-7), 4% (hit 8) | Boosts forwards while spinning, damaging anything he touches. Good priority and long-lasting, equivalent to Luigi's dash attack. Useful for mindgames against shields due to its high shield stun, which often makes opponents drop their shield too early. Small noticeable ending lag. Based on Top Man's weapon from Mega Man 3, though it is more based on how Top Man uses the weapon. | |
| Forward smash | Charge Shot (チャージショット) | 11.5%-14.95% | Charges up energy in his Mega Buster, before firing off a bigger and more powerful burst. Like regular Mega Buster shots, this shot disappears after traveling a moderate distance, though this distance was buffed in Ultimate. The longer it is charged, the further the resulting shot will go, and its size, damage, and knockback also increase significantly when it is fully charged. Fully charged, this is the longest-reaching forward smash in the game, although it has travel time to compensate and it is also the weakest forward smash in the game knockback-wise, as the fully charged attack doesn't KO until around 100% from center stage. Based on the Super Mega Buster's Charge Shot from Mega Man 4 onwards, and most specifically resembles its appearance in Mega Man 5. | |
| Up smash | Spark Shock (スパークショック) | 2% (hit 1), 1.5% (hits 2-6), 6% (hit 7) | Turns both of his hands into electrodes, creating a powerful multi-hitting surge of electricity above him. It is overall useful due to its large hitboxes, making it a great anti-air, and has quick startup at frame 8 and good knockback, though it has 38 frames of ending lag, making it very punishable if not used carefully. Based on Spark Man's weapon from Mega Man 3, though it is more based on how Spark Man uses the weapon. | |
| Down smash | Flame Blast (フレイムブラスト) | 17% (clean), 14% (mid), 9% (late) | Plants both arm cannons into the ground, causing two vertical flaming pillars to erupt from the ground either side of him which launch the opponent upwards. It has extreme end lag (46 frames of lag and it's only interruptible at frame 79) that leaves it highly punishable if not landed and the hitbox actually comes out at frame 17, only a few frames after Mega Man slams his Mega Busters to the ground, so it also has high startup and the animation can be misleading. Immense knockback when hit with the first frames of the hitbox, which can KO starting at 60% when fully charged. It boasts incredible power, being one of the strongest down smashes in the game. It is based on Flame Man's weapon from Mega Man 6, though it is more based on how Flame Man uses the weapon. | |
| Neutral aerial | Mega Buster (ロックバスター, Rock Buster) | 2% (shot), 2% (buster) | Behaves identically to Mega Man's neutral attack, except Mega Man fires while jumping or falling in the air much like in his original games. The move has sweetspots that cover the Mega Buster and the area in front of Mega Man that does good knockback. Due to Mega Man's effective aerial movement, his neutral attack can be used as a very effective "wall" to deny approaches. | |
| Forward aerial | Flame Sword (フレイムソード) | 8% (clean), 8.5% (clean tip), 5% (late) | Summons a flaming sword to his hand and quickly swings it downwards in front of him. Comes out decently quick at frame 9 with below-average ending lag. It is a very useful combo move and can net KOs fairly well at the edge of the stage. As a result, is extremely versatile. It is based on Sword Man's weapon from Mega Man 8. | |
| Back aerial | Slash Claw (スラッシュクロー) | 3% (hit 1), 4% (hit 2), 5% (hit 3) | Quickly turns around and swings his arm, generating three crescent-shaped energy trails behind him. Has high knockback, yet very fast startup at frame 4, the fastest of Mega Man's aerials. Due to its good knockback, it's able to net KOs when edgeguarding, and can chain into itself at low percents. Cancelling it into the ground before the third hit connects can allow Mega Man to get a grab or even an up tilt KO. It is based on Slash Man's weapon from Mega Man 7. | |
| Up aerial | Air Shooter (エアーシューター) | 3% (hits 1-3), 2% (hits 4-6), 1% (hits 7-11), 2% (hit 12) | Points the Mega Buster upwards and fires a small tornado straight above him. It travels a fair distance, drawing in opponents who touch the tornado. The hitbox comes out on frame 11. It is based on Air Man's weapon from Mega Man 2. It can easily Star KO opponents even at low percentages, especially if the opponent tries to jump out of it. However, it will meteor smash Mega Man himself if it is reflected. Excellent for damage racking and has a huge windbox. Autocancels in a double jump. If Mega Man generates a second tornado while the first one is still active, it will despawn early. | |
| Down aerial | Hard Knuckle (ハードナックル) | 14% (clean), 12% (late) | Points his fist straight downwards and fires it downwards as a short-ranged projectile. The fist deals the most damage in the first few frames, but afterward, it turns into an aerial-only meteor smash. Very slow, only coming out on frame 23, but it is a safe meteor smash thanks to its range and the fact it | |