Mega Man (SSBU): Difference between revisions

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==Attributes==
==Attributes==
Mega Man is a  short, semi-heavyweight character. He has average walking and running speed, fast air speed and an excellent air acceleration. He also falls quickly and has low traction. 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, is a jumping uppercut, and his down tilt is a forward slide.
Mega Man is a  short, semi-heavyweight character. He has slightly above average walking speed, below average dashing speed, the 19th fastest air speed (tied with {{SSBU|Duck Hunt}}, {{SSBU|Sheik}}, {{SSBU|Cloud}}, {{SSBU|Lucas}}, and {{SSBU|Bowser}}), is tied with {{SSBU|Wario}} for the 26th highest gravity, low traction, the 11th fastest falling speed (tied with {{SSBU|Young Link}}, {{SSBU|Roy}}, {{SSBU|Chrom}}, {{SSBU|Wolf}}, and {{SSBU|Falco}}), and is tied with [[Rosalina & Luma (SSBU)|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, is a jumping uppercut, and his down tilt is a forward slide.


Despite having an unusual set of moves, Mega Man shines in [[approach]]ing 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 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 [[spacing|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 [[range|reach]] can have trouble approaching without being severely punished. Even if he does get knocked around, Mega Man is [[weight|a semi-heavyweight character]], weighing only slightly less than {{SSBU|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 doesn't leave him helpless.  
Despite having an unusual set of moves, Mega Man shines in [[approach]]ing 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 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 [[spacing|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 [[range|reach]] can have trouble approaching without being severely punished. Even if he does get knocked around, Mega Man is [[weight|a semi-heavyweight character]], weighing only slightly less than {{SSBU|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 doesn't leave him helpless.