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Mega Man (SSBU)/Neutral aerial

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Hitbox visualization showing Mega Man's neutral aerial.
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OverviewEdit

Update HistoryEdit

  3.0.0

  •   Neutral aerial deals less shield damage (1 → -0.5 (Mega Buster), 0 → -1 (shots)).

HitboxesEdit

Pellet hitbox data is shared with neutral attack and forward tilt.

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset SDI× T% Clang Rebound Effect Type G A Sound Direct Hit bits Hit part Blockable Reflectable Absorbable Flinchless No GFX Heedless
Mega Buster
0 0 0 2.0% -0.5   Forward 60 150 0   3.0 top 0.0 12.6 to 6.7 5.5 1.0× 1.0× 0%               Punch   All All            
1 0 0 2.0% -0.5   Forward 60 150 0   3.0 top 0.0 9.6 8.5 1.0× 1.0× 0%               Punch   All All            
Clean pellet
0 0 0 2.0% -1.0   Speed-based 22 30 0   3.3 top 0.0 0.0 0.0 1.0× 0.5× 0%               Punch   All All            
Mid pellet
0 0 0 2.0% -1.0   Speed-based 12 10 0   2.2 top 0.0 0.0 0.0 0.75× 0.5× 0%               Punch   All All            
Late pellet
0 0 0 2.0% -1.0   Speed-based 8 10 0   1.8 top 0.0 0.0 0.0 0.1× 0.5× 0%               Punch   All All            

TimingEdit

Mega Man can shoot up to three pellets, causing part of the move to loop.

Unlike other aerials, this move lacks traditional landing lag or autocancels. Upon landing, Mega Man instead transitions into his neutral attack or forward tilt, which continue from the latest frame with their own properties, much like air-to-ground transitions for special moves.

Loop points 5-6, 17-18
Mega Buster hitbox 7-9
Pellet (clean, mid, late) 7-10, 11-14, 15-30
Interruptible (ending animation) 34 (17)
Animation length (ending animation) 33 (16)
                                                                 
                                                                 
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
  
Loop point
  
Prop event

Pellet parametersEdit

These parameters are shared with neutral attack.

Lifetime 24 frames
Travel speed 2.5
Shot X/Y offsets [0, 8]

TriviaEdit

  • Mega Man has a landing lag value of 5 frames coded for his neutral aerial in his character files, which is never used due to its unique properties.