Mega Man (ロックマン, Rockman) is a playable character in Super Smash Bros. Ultimate, officially confirmed on June 12th, 2018. Mega Man is classified as Fighter #46.
Mega Man is a short, heavyweight character. He has slightly above average walking speed, below 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 gameplan, with him having to wait for one opening to take out stocks effectively. Despite this, his strengths outshine his weaknesses, and he has good representation and great results overall.
Mega Man has been greatly buffed overall in the transition from Smash 4 to Ultimate. Many of his projectile attacks have longer range and less ending lag, with several notable examples. His Mega Buster shots, a staple of his neutral game in Smash 4, cover a longer distance, allowing him to apply more pressure from afar, and his forward smash has been drastically improved, with longer range and much less ending lag that enable it to be used much more safely as a disjointed KO option, strengthening his already excellent pressure and projectile game. Leaf Shield has also been immensely buffed, with the shield activating significantly faster, hitting opponents at a quicker rate (thus dealing more damage), and the leaves no longer disappearing on hit. Mega Man's 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. Lastly, Rush Coil 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.
Alongside his direct buffs, Mega Man benefits drastically from the universal changes in Ultimate. The ability to run-cancel with any ground attack gives him more opportunities to land his powerful up tilt, and his overall faster mobility alongside the nerfs to air dodges allow him to challenge and pressure opponents more effectively with his projectiles, especially his up aerial to juggle them. The reintroduction of directional air dodges also further improves Mega Man's recovery, as due to Rush Coil not leaving him helpless, he can use a directional air dodge after it for additional distance.
In spite of this, Mega Man has received some nerfs. Most notably, because footstools can now be teched, his well-known jab lock and KO setups are less consistent, hindering his guaranteed damage racking and KO ability. However, his direct nerfs are comparatively minor, with the only noticeable ones being his forward smash's weaker power increase when charged, and his removed ability to shield or grab while using Leaf Shield. As a result, Mega Man's arsenal is generally more potent, and he remains a viable character. He has earned a solid representation and has amassed excellent results in tournaments, with players such as kameme, ScAtt, Plup, and yeti, and most professionals considering Mega Man a high-tier character; notably, he is considered a top 15 character by ESAM, and a top 10 character by Mew2King.
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.
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, 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.
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.
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'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 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.
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.
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'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.
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.
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 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.
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).
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 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 Mega Man and his players have nonetheless persevered, and the character continues to gain good results and be seen as high tier character.
Mega Man 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.
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.
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.
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.
Mega Man 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.
Mega Man 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, but resembles its appearance in Mega Man 5.
Mega Man 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.
Mega Man 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 Megaman 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.
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 Megaman 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.
Mega Man quickly summons a flaming sword to his hand and 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.
Mega Man 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.
Mega Man 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.
Mega Man 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 counts as a projectile. Mega Man can move left or right slightly during the first few frames before launching the fist. Autocancels in a double jump. It is based on Hard Man's weapon from Mega Man 3, and is also similar to the Mega Arm from Megaman V for the Gameboy, as in this game, he attacks by shooting his fist instead of using the Mega Buster. The move disables Mega Man's gravity for frames 5-22 if he is moving downwards, creating a hovering effect when used at the peak of a jump.
Mega Man grabs his opponent with one hand and lifts them over his head. Decently fast, but has a short-range. Its grabbox extends over Megaman's hand, so it has more range than it seems. It is based on Guts Man's weapon from the original Mega Man.
A spinning saw blade projectile that can be thrown in one of eight different directions. The blade can be picked up and thrown by players like a regular item, though it deals less damage upon being thrown a second time. If item dropped, the blade will deal multiple hits on its way down, allowing for followups. Mega Man cannot throw another Metal Blade until his previous one disappears. Its fair amount of utility makes this Mega Man's most useful tool for edgeguarding, approaching and spacing, and can even initiate shield break combos. The move is based on Metal Man's weapon from Mega Man 2.
Fires a grappling bomb attached to a drill that latches on to any surface or fighter it touches, before exploding a few seconds later. Much like a Gooey Bomb, it can be transferred between players before it detonates but has a shorter timer and the explosion can be safely shielded. The bomb can travel a good distance until it disappears. It can be used to bait a shield grab, or shot against the stage while recovering to deny edgeguarding. When stuck to a wall, it will detonate as soon as a player gets near it. The move is based on Crash Man's weapon in Mega Man 2.
Mega Man briefly summons his robotic dog companion Rush. 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 is in the air. Mega Man is unable to summon Rush again until he lands, or is hit by an attack after using it. It's possible to get incredibly early KOs by forcing an opponent into the air and following up with an up air. The move is based on the Rush Coil from Mega Man 3. It provides good distance and doesn't make Megaman helpless, similarly to Sonic's Spring Jump.
Mega Man summons leaf-shaped units that electromagnetically orbit around him. The leaves block projectiles and can be held around Mega Man for a set time. The move is based on Wood Man's weapon from Mega Man 2.
Mega Man fires a Black Hole Bomb, Galaxy Man's weapon from Mega Man 9, in front of him. After it explodes, it can suck opponents in. If anyone gets sucked in, then Mega Man X, MegaMan.EXE, Mega Man Volnutt, and Geo Stelar, all protagonists of their own spin-off series, alongside Proto Man and Bass, will join Mega Man to fire their Mega Busters in unison in a cinematic Final Smash.
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Up Taunt: Poses with his opposite arm in its cannon form while facing the screen, then pumps said arm to his side. The cannon reverts back to his fist afterward. If his leading arm is in its cannon form, he reverts it when performing this taunt.
Side Taunt: Turns his back to the screen and poses with his leading arm in its cannon form.
Down Taunt: In a kneeling posture, he punches the ground with his opposite arm and warps out. He then warps back in. The posture he assumes when warping back has him kneel on his opposite leg.
Left: Teleports on to the screen and imitates the pose from the Japanese title screen of Mega Man (Rockman), also appearing in the Wily Wars (Mega World) version of the game and on the cover of the Legacy Collection.
Up: Fires three shots from his Mega Buster from right to left, and finally poses.
Right: Dashes forward, points his Mega Buster up in the air, and finally poses.
A short remix of the beginning of the title screen music from Mega Man 2.
Mega Man has seen prominent and solid results in Ultimate's metagame so far due to his character archetype as a zoner. His gameplan in using pellets to approach and pressure opponents marks an effective neutral playstyle against characters who struggle to zone against him. Mega Man also has no problem KO'ing and edgeguarding with moves, such as up tilt, back air, and down air. He has seen strong representation through the likes of kameme, ScAtt, yeti, and Plup. His matchup spread is also great, with him doing well against top tier characters like Snake, Inkling, Pokémon Trainer, and Joker. In today's meta, Mega Man is commonly considered as a high tier, or potentially a top tier, according to Mew2King and ESAM.
Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from July 13th, 2019 to December 15th, 2019.
Mega Man's opponents are stylized similar to the many boss fights that are in the Mega Man series, (e.g. Dr. Mario being Dr. Wily). Mega Man also fights Galleom as the penultimate boss. The final battle is against Dr. Mario, and then Mewtwo, who appears upon Dr. Mario's defeat.
Horde Battle. References the boss rush near the end of the Mega Man series. If the player chooses any of the alternate costumes, the default Mega Man takes their place.
Dr. Mario represents Dr. Wily, and Mewtwo represents Alien Wily, which Dr. Wily "transforms" into upon defeat in Mega Man 2. Mewtwo is not announced in the loading screen.
Note: Every round except the bonus stage plays a track from the Mega Man series.
Note 2: All rounds except the fifth and sixth round have stages being in Ω form.
Credits roll after completing Classic Mode. Completing it as Mega Man has Mega Man 2 Medley accompany the credits.
Mega Man was among the fighters that were summoned to fight against the army of Master Hands.
During the opening cutscene, Mega Man was present on the cliffside when Galeem unleashed its beams of light. He was vaporized offscreen and placed under Galeem's imprisonment along with the other fighters, excluding Kirby. A puppet fighter cloned from him is later seen, alongside ones cloned from Mario, Shulk, Pikachu, Palutena, and other fighters.
Mega Man can be found near the entrance of the Base sub-area, guarded by the spirit of Sigma.
Mega Man's fighter spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 300 Gold, but only after Mega Man has been unlocked. Unlocking Mega Man in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. His fighter spirit has an alternate version that replaces it with his artwork in Ultimate.
Due to an error, Mega Man's character showcase video was originally not accessible on his fighter page on the Ultimate website. The error has since been fixed.
Mega Man is the only third-party veteran with a new arrangement in their character showcase video, using a new remix of Wood Man’s stage music. Snake, Pac-Man, and Ryu use arrangements from previous games while Sonic, Cloud, and Bayonetta use music ported from their home games.
Mega Man's pose in his official art is notably similar to his pose on the North American and European box art for Mega Man 7, albeit horizontally mirrored.
His stance when perfect shielding is even more identical to the original poses from Mega Man 7.
Mega Man is one of few fighters in Ultimate who, excluding throws, floor attacks, and his edge attack, has canonical names for all of his attacks, unlike most fighters who only have a select few named attacks. The other characters who share this distinction are Wii Fit Trainer and Terry.
Mega Man's Classic Mode is one of three that feature the bonus stage before Round 6, the other ones being Ryu's and Bayonetta's.
His Classic Mode is also one of only four to feature a fight against a boss (in this case, Galleom) outside of the boss round, the other two being Bowser, Hero and Sephiroth, and one of the few whose boss round does not feature a designated boss, instead fighting characters who are otherwise playable (in this case, Dr. Mario and Mewtwo).
Mega Man being unlocked in Pikachu's unlock column is a reference to the Yellow Devils event in Wii U, as he fights Pikachu, Pac-Man, and the Yellow Devil as opponents.
Mega Man can also be unlocked by clearing Classic Mode as either Shulk or R.O.B., referencing the Mechanical Menace event in Wii U, as all three playable characters occupy said event where Shulk fights both Mega Man and R.O.B. as metal giants along with Gaur Plain's stage boss Metal Face.
Not to mention, R.O.B. and Mega Man are both robots who share the same unique boss in Classic Mode (Galleom) and are playable characters in Wii U's Co-Op event Robots vs. Dragons.
While Mega Man's opponents before the boss and final round in Classic Mode predominately reference Robot Masters from Mega Man 2, Ice Man via Ice Climbers can be considered an exception, as said Robot Master originates from the original Mega Man.
Mega Man is one of the five veterans from Smash 4 to have their Boxing Ring alias changed in Ultimate, the others being Link, Kirby, King Dedede, and Ryu. In this case, his American and Japanese alias were swapped between both regions.
Prior to DLC, Mega Man was the only third-party veteran to appear in a CGI trailer. If the World of Light trailer is counted, however, Sonic, Snake and Bayonetta also share this distinction.
If Mega Man picks up an Assist Trophy whilst walking, he can continue walking with it until he stops. He, Steve, Min Min are currently the only characters who can walk with an Assist Trophy. Mega Man can also jump and continue walking with an Assist Trophy if he lands during a neutral aerial.