Mega Man (SSBU)
Mega Man in Super Smash Bros. Ultimate | |
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Universe | Mega Man |
Other playable appearance | in SSB4 |
Availability | Unlockable |
Final Smash | Mega Legends |
“ | Mega Man's standard and special moves use weapons copied from the bosses he's fought throughout the Mega Man series, so he has more projectiles than any other fighter. His Final Smash now features Proto Man and Bass! | ” |
—Super Smash Blog, Super Smash Bros. Ultimate Official Site |
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.
How to unlock
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.
With the exception of the third method, Mega Man must then be defeated on Wily Castle.
Attributes
Megaman is a short, somewhat heavy character. He has average walking speed, mediocre 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. 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 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 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 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 doesn't 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.
Changes from Super Smash Bros. 4
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 buffed significantly, with the shield activating noticeably 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. Furthermore, 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 increases his recovery's safety and total distance since Rush Coil does not leave him helpless.
Alongside his buffs, 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 inability to shield or grab while using Leaf Shield. As a result, Mega Man's arsenal is generally more potent, and he remains a solid character, though due to many other veterans also having received buffs to varying degrees, his specific position relative to the rest of the cast is currently unclear. He has decent representation and has amassed great results in tournaments with players such as kameme and yeti. This resulted in a positive reception with most professionals calling Mega Man a high-tier character. Notably, ESAM considers Mega Man as top 15. As of now, this is up for debate.
Aesthetics
As with all veterans returning from Smash 4, 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.
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.
Mega Man's Boxing Ring alias has been changed to "The Blue Bomber".
Attributes
Like all characters, Mega Man's jumpsquat animation now 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
- 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.
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.
Aerial attacks
- 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:
Up aerial's hits connect more reliably.
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.
Up aerial has one frame more landing lag (19 frames → 20).
It can no longer autocancel in a full hop.
- 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
- 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
- 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.
Crash Bomber visually flashes more intensely.
- 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 have been added at the end of the Final Smash's cutscene.
The final hit has lower knockback scaling (140 → 130), weakening its KO potential.
Update History
Mega Man has been nerfed overall in game updates.
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.
Leaf Shield has more startup (frame 7 → 9) and ending lag (FAF 34 → 36). Mega Man can also no longer throw items during it.
Moveset
- Mega Man can wall jump.
Note: All numbers are listed as base damage, without the 1v1 multiplier.
Name | Damage | Description | ||
---|---|---|---|---|
Neutral attack | Mega Buster | 2% (shot), 1% (buster) | 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. | |
Forward tilt | Mega 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 | 17% (clean), 12% (mid), 8% (late) | A quick rising uppercut. For a tilt, it has incredible power, 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 starting lag but very high ending lag and little horizontal range. Based on a maneuver of the same name Mega Man received in Mega Man 2: The Power Fighters. | |
Down tilt | Sliding | 8% (clean), 5% (late) | Mega Man's signature sliding kick attack. He slides forward with a kick that has very little startup and is the only tilt attack in the game to have sex kick properties. the hitbox lasts all the way until the slide is finished, which can hit opponents attempting to roll away. A good surprise move, but only if not overused. 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 | 1.2% (hits 1-7), 4% (hit 8) | Mega Man boosts forwards while spinning, damaging whatever 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. | |
Forward smash | Charge Shot | 11.5%-14.95% | 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. However, it is also the weakest forward smash in the game knockback-wise, with the fully charged attack not even KOing 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. | |
Up smash | Spark Shock | 2% (hit 1), 1.5% (hits 2-6), 6% (hit 7) | 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 hitbox, anti-air properties and quick startup, though it has noticeable ending lag. 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 | 17% (clean), 14% (mid), 9% (late) | 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 quick startup, but notoriously long endlag that leaves it highly punishable if not landed. 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 | 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 a sweetspot on the Mega Buster. Due to Mega Man's effective aerial movement, his neutral attack can be used as a very effective "wall" to deny approaches. This is the only aerial attack in the game with no autocancel threshold, as to seamlessly combo into neutral attack or forward tilt. | |
Forward aerial | Flame Sword | 8% (clean), 8.5% (clean tip), 5% (late) | Mega Man quickly summons a flaming sword to his hand and swings it downwards in front of him. 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 | 3% (hit 1), 4% (hit 2), 5% (hit 3) | Mega Man quickly turns around and swings his arm, generating three crescent-shaped energy trails behind him. Has high knockback and high speed, 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 | 3% (hits 1-3), 2% (hits 4-6), 1% (hits 7-11), 2% (hit 12) | Mega Man fires a small tornado straight above him. It travels a fair distance, drawing in opponents who touch the tornado. 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. | |
Down aerial | Hard Knuckle | 14% (clean), 12% (late) | 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 afterwards, it turns into an aerial-only meteor smash. Mega Man can move himself left or right slightly during the first few frames before launching the fist. Has a weak floating effect before firing. It is based on Hard Man's weapon from Mega Man 3. | |
Grab | Super Arm | — | Mega Man grabs his opponent with one hand and lifts them over his head. Decently fast, but has short range. It is based on Guts Man's weapon from the original Mega Man. | |
Pummel | 1.3% | Mega Man squeezes his opponent with his Super Arm. | ||
Forward throw | 8% | Throws the opponent forward. Low base knockback. | ||
Back throw | 11% | Mega Man turns around and throws the opponent behind him. It is a very solid KOing throw, being able to KO middleweights at around 110% at the edge. | ||
Up throw | 7% | Throws the opponent upward. Can KO opponents at very high percentages, but it's mostly used for pressuring with up air. | ||
Down throw | 4.5% | Throws the opponent downward. The opponent flies straight up after hitting the ground. His primary combo throw. | ||
Forward roll Back roll Spot dodge Air dodge |
— | — | ||
Techs | — | — | ||
Floor attack (front) Floor getups (front) |
7% | Sweep kicks in a circle around himself. | ||
Floor attack (back) Floor getups (back) |
7% | Does the same sweep kick as his front floor attack, but hits behind Mega Man first instead of his front. | ||
Floor attack (trip) Floor getups (trip) |
5% | Mega Man kicks both feet out while spinning. | ||
Edge attack Edge getups |
9% | Mega Man jumps up and performs a kick in a similar fashion as his down tilt. | ||
Neutral special | Metal Blade | 5% (spawn), 3% (item throw) | 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. 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. | |
Side special | Crash Bomber | 1% (hits 1-4), 4% (last) | 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. 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. | |
Up special | Rush Coil | 0% | 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. | |
Down special | Leaf Shield | 1.5% (circling), 3.8% (thrown) | 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. | |
Final Smash | Mega Legends | 3% (init), 41.2% (attack) | 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. |
On-screen appearance
- Warps onto the stage from above, akin to how he did in his classic games.
Taunts
- Up Taunt: Shows off his arm cannon while facing the screen, then pumps his fist.
- Side Taunt: Turns his back to the screen and poses.
- Down Taunt: Warps out, then back in.
Idle poses
- Taps his elbow on his palm
- Looks around himself
Victory poses
- 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.
In competitive play
Notable players
Any number following the Smasher name indicates placement on the Spring 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Ultimate from February 1st, 2019 to July 7th, 2019.
kameme (#19) - The best Mega Man player in the world. Placed 1st at Umebura Japan Major 2019 and 2GG: SwitchFest 2019, 2nd at Umebura SP 3, 5th at Umebura SP, 9th at EVO 2019, and 17th at Umebura SP 2. Has wins over ProtoBanham, Raito, Tea, and MkLeo.
KingArc - Placed 7th at Xenosaga XXI, 13th at Collision 2019, and 17th at Suplex City Smash.
Marss (#3) - Has a strong Mega Man secondary and is considered one of the best Mega Man players in the world. Placed 3rd at both Pound 2019 and Mainstage in conjunction with his Zero Suit Samus, and 17th at Frostbite 2019 with wins over MkLeo, MVD, and Abadango.
Morpheus - One of the best Mega Man players in the United States. Placed 7th at Smash Conference United, 17th at Come to Papa 3, and 25th at MomoCon 2019. He has defeated ESAM and 8BitMan.
Peabnut - One of the best Mega Man players in the United States. Placed 3rd at Just Roll With It 11 and 17th at both MomoCon 2019 and CEO 2019.
Plup - One of the best Mega Man players in the world. Placed 17th at EVO 2019, Get On My Level 2019 and The Big House 9, 49th at both Frostbite 2019 and GENESIS 6, and 65th at Smash 'N' Splash 5. Has wins over MVD, Salem, Meme, and ZD.
Repo - Placed 5th at Umebura SP and 25th at Umebura Japan Major 2019.
ScAtt (#41) - Co-mains Mega Man with Snake and is considered one of the best Mega Man players in the world. Placed 9th at both Smash 'N' Splash 5 and Come to Papa 3, 25th at both MomoCon 2019 and Smash Conference United, and 49th at Frostbite 2019. Has wins over CaptainZack, MVD, and Salem.
TeeJ - The best Mega Man player in China. Placed 2nd at SEA Major 2019, 4th at Taipei Major 2019, and 13th at Uprising 2019. Ranked 2nd on the Smash Hai Power Rankings.
yeti (#34) - One of the best Mega Man players in the world. Placed 1st at both COST 2019 and Retro Arena 64, 2nd at Combo Breaker 2019 and 9th at GENESIS 6. Has wins over MVD, The Great Gonzales, and Maister.
Classic Mode: Variable Weapons System: Online!
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.
Round | Opponent | Stage | Music | Notes |
---|---|---|---|---|
1 | Ice Climbers ![]() |
Summit (Ω form) | Ice Man Stage | Represents Ice Man |
2 | Samus ![]() |
Coliseum (Ω form) | Metal Man Stage | Represents Metal Man |
3 | Donkey Kong ![]() |
Kongo Jungle (Ω form) | Wood Man Stage | Represents Wood Man |
4 | Captain Falcon ![]() |
Gamer (Ω form) | Quick Man Stage | Represents Quick Man |
Bonus Stage | ||||
5 | Mega Man (×6) ![]() ![]() ![]() ![]() ![]() ![]() |
Wily Castle | Mega Man 2 Medley | References the boss rush near the end of the Mega Man series. If the player chooses any of the alternate costumes, default Mega Man ![]() |
6 | Galleom | Base | Guts Man Stage | Represents Guts Tank |
Final | Dr. Mario ![]() ![]() |
Wily Castle (Ω form) | We're Robots (Dr. Wily Stage 2) (Dr. Mario) Mega Man 2 Medley (Mewtwo) |
Dr. Mario represents Dr. Wily, and Mewtwo represents Alien Wily, who 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.
Role in World of Light
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, Pikachu, Palutena, and other fighters.
Mega Man can be found near the entrance of the Base sub-area, guarded by the spirit of Sigma.
Fighter Battle
No. | Image | Name | Type | Power | Stage | Music |
---|---|---|---|---|---|---|
46 | Mega Man | Shield | 7,500 | Wily Castle (Ω form) | Mega Man 2 Medley |
Spirits
Mega Man's Fighter Spirit can be obtained by completing Classic Mode. It is also available periodically for purchase in the shop for 500 coins. 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. Each Fighter Spirit has an alternate version that replaces them with their artwork in Ultimate.
In Spirit battles
As the main opponent
Spirit | Battle parameters | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music |
527 | Thundurus (Incarnate Forme) | Pokémon series | •Mega Man ![]() |
4,300 | Pirate Ship (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •The enemy's electric attacks have increased power •The enemy favors up smash attacks |
N's Castle | ||
596 | Mighty Gazelle | F-Zero series | •Mega Man ![]() |
4,100 | Mute City SNES (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •The enemy starts with damage but is more powerful |
Red Canyon | ||
866 | Bass | Mega Man series | •Mega Man ![]() •Metal Duck Hunt ![]() |
9,100 | Wily Castle (Battlefield form) | N/A | •Stamina battle •The enemy's shooting items have increased power •The enemy is metal |
We're Robots (Dr. Wily Stage 2) | ||
877 | Guts Man | Mega Man series | •Giant Mega Man ![]() |
4,500 | Gerudo Valley (Ω form) | •Earthquake •Item Tidal Wave |
•The enemy has super armor and is hard to launch or make flinch •Stamina battle •The enemy favors grabs and throws |
Guts Man Stage | ||
880 | Fire Man | Mega Man series | •Mega Man ![]() |
4,200 | Norfair | •Hazard: Lava Floor | •The floor is lava •Stamina battle •The enemy favors down smash attacks |
Fire Man Stage | ||
883 | Metal Man | Mega Man series | •Mega Man ![]() |
3,600 | Wily Castle | N/A | •The enemy's neutral special has increased power •Stamina battle •The enemy favors neutral specials |
Metal Man Stage | ||
884 | Air Man | Mega Man series | •Mega Man ![]() |
4,400 | Skyworld | •Hazard: Heavy Wind | •Dangerously high winds are in effect •Stamina battle •The enemy starts the battle with a Gust Bellows |
Air Man Stage | ||
885 | Quick Man | Mega Man series | •Mega Man ![]() |
3,700 | Wily Castle (hazards off) | •Item: Boomerang | •Stamina battle •The enemy is easily distracted by items |
Quick Man Stage | ||
886 | Crash Man | Mega Man series | •Mega Man ![]() |
3,400 | Wrecking Crew | N/A | •The enemy's side special has increased power •Stamina battle •The enemy favors side specials |
Crash Man Stage | ||
887 | Flash Man | Mega Man series | •Mega Man ![]() |
3,900 | Wily Castle (Battlefield form) | •Item: Timer | •Timed Stamina battle •Items will be pulled toward the enemy •The enemy is easily distracted by items |
Flash Man Stage | ||
888 | Wood Man | Mega Man series | •Mega Man ![]() |
3,600 | Duck Hunt (hazards off) | N/A | •The enemy's down special has increased power •Stamina battle •The enemy shields often |
Wood Man Stage | ||
889 | Hard Man | Mega Man series | •Mega Man ![]() |
3,500 | The Great Cave Offensive (Ω form) | •Earthquake | •Stamina battle •Periodic earthquakes will shake the stage •The enemy favors down air attacks |
Hard Man Stage | ||
890 | Top Man | Mega Man series | •Mega Man Team ![]() |
1,700 | Distant Planet (Ω form) | N/A | •The enemy's dash attacks have increased power •Stamina battle |
Top Man Stage | ||
892 | Spark Man | Mega Man series | •Mega Man ![]() |
4,400 | Midgar | •Hazard: Zap Floor | •The floor is electrified •Stamina battle •The enemy favors up smash attacks |
Spark Man Stage | ||
895 | Dive Man | Mega Man series | •Mega Man ![]() |
1,600 | Great Bay (Battlefield form) | N/A | •Stamina battle •The enemy starts the battle with a Steel Diver |
Mega Man 4 Medley | ||
899 | Dark Man 4 | Mega Man series | •Mega Man ![]() •Samus ![]() |
1,400 | Wily Castle (Battlefield form) | N/A | •Stamina battle •The enemy's shield has extra durability •Reinforcements will appear after an enemy is KO'd |
Dark Man Stage | ||
901 | Wind Man | Mega Man series | •Mega Man ![]() |
2,200 | Skyworld | •Hazard: Heavy Wind | •Dangerously high winds are in effect after a little while •Stamina battle •The enemy loves to jump |
Air Man Stage | ||
902 | Slash Man | Mega Man series | •Mega Man ![]() |
2,100 | Distant Planet (Battlefield form) | •Hazard: Sticky Floor | •The floor is sticky •Stamina battle •The enemy favors back air attacks |
We're Robots (Dr. Wily Stage 2) | ||
903 | Sword Man | Mega Man series | •Mega Man ![]() |
1,800 | Find Mii (Ω form) | N/A | •The enemy's explosion and fire attacks have increased power •Stamina battle •The enemy favors forward air attacks |
We're Robots (Dr. Wily Stage 2) | ||
905 | X | Mega Man X series | •Mega Man ![]() |
9,400 | New Donk City Hall (Battlefield form) | •The enemy's energy attacks have increased power •The enemy has super armor and is hard to launch or make flinch •Stamina battle |
Opening Stage | |||
907 | Zero (Zero Buster) | Mega Man X series | •Mega Man ![]() |
3,800 | Big Blue (Battlefield form) | •Assist Trophy Enemies (Zero) | •The enemy's energy attacks have increased power •Stamina battle •Hostile assist trophies will appear |
X vs ZERO | ||
909 | Axl | Mega Man X series | •Mega Man ![]() |
3,800 | Midgar (Ω form) | N/A | •Stamina battle •The enemy's shooting items have increased power •The enemy starts the battle with a Ray Gun |
Opening Stage | ||
911 | MegaMan Volnutt | Mega Man Legends series | •Mega Man ![]() |
9,400 | The Great Cave Offensive | •Hazard: High Gravity •Item: Exploding Types |
•Timed battle •Your jumping power decreases |
Light Plane (Remix) | ||
914 | MegaMan.EXE | Mega Man Battle Network series | •Mega Man ![]() |
13,600 | Hanenbow (Battlefield form) | •Hazard: Zap Floor | •The floor is electrified •Reinforcements will appear after an enemy is KO'd |
Shooting Star | ||
919 | Model X | Mega Man ZX series | •Mega Man Team (×4) (![]() ![]() ![]() ![]() |
1,700 | Moray Towers | N/A | •The enemy favors smash attacks | Opening Stage | ||
1,261 | Noise | Kiki Trick | •Mega Man ![]() |
1,600 | Hanenbow | N/A | •Only certain Pokémon will emerge from Poké Balls (Meloetta) | PERFORMANCE |
As a minion
Spirit | Battle parameters | Inspiration | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
No. | Image | Name | Series | Enemy Fighter(s) | Type | Power | Stage | Rules | Conditions | Music | Character |
561 | Magearna | Pokémon series | •Metal Peach ![]() • Clear Mega Man ![]() |
9,500 | Wily Castle (hazards off) | N/A | •Defeat the main fighter to win •Reinforcements will appear during the battle •The enemy is metal |
Battle! (Gladion) | Gear Grind | ||
867 | Dr. Light | Mega Man series | •Dr. Mario ![]() •Mega Man ![]() |
10,000 | Wily Castle (Battlefield form) | N/A | •Defeat the main fighter to win •Stamina battle •The enemy tends to avoid conflict |
Mega Man 2 Medley | Mega Man | ||
868 | Roll | Mega Man series | •Villager ![]() •Mega Man ![]() |
9,800 | Living Room | N/A | •Defeat the main fighter to win •Timed battle •The enemy heals over time |
Mega Man Retro Medley | Mega Man | ||
870 | Beat | Mega Man series | •Falco ![]() •Mega Man ![]() |
3,900 | Wily Castle (Ω form) | •Hazard: Heavy Wind | •Dangerously high winds are in effect •The enemy favors grabs and throws |
Mega Man 4 Medley | Mega Man | ||
873 | Dr. Wily | Mega Man series | •Dr. Mario ![]() •Metal Mega Man ![]() |
12,600 | Wily Castle (hazards off) | N/A | •Stamina battle •Reinforcements will appear after an enemy is KO'd •The enemy is metal |
Mega Man 2 Medley | Wily's Robot Masters | ||
962 | Lin | Xenoblade Chronicles series | •Daisy ![]() •Mega Man ![]() •R.O.B. ![]() |
1,600 | Shadow Moses Island | N/A | •Defeat the main fighter to win •The enemy starts the battle with a Drill |
Xenoblade Chronicles Medley | Mimeosome | ||
1,157 | Harry | Teleroboxer | •Little Mac ![]() •Mega Man ![]() |
1,900 | Boxing Ring | N/A | •The enemy's punches and elbow strikes have increased power | Tunnel Scene - X-Scape | Teleroboxer | ||
1,221 | Satoru Amatsubo | Project Hacker: Kakusei | •Shulk ![]() •Mega Man ![]() |
1,500 | Wily Castle | N/A | •Reinforcements will appear during the battle | Shooting Star |
Alternate costumes
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Gallery
Mega Man's side taunt on Wily Castle.
Performing Crash Bomber in his red and white alternate colors on Summit.
Cooling down after performing Spark Shock on Wrecking Crew.
Using Leaf Shield with Ivysaur on Tortimer Island.
Performing his final smash, Mega Legends.
Getting hit by Pichu's Volt Tackle on Pokémon Stadium.
Mega Man struck by R.O.B.'s Robo Beam on Battlefield.
Mega Man, Peach, Diddy Kong, and Bayonetta fighting around Alolan Exeggutor on Pilotwings.
Mega Man on New Donk City Hall with Daisy and Pit in Stamina Mode.
Mega Man, Luigi, and King Dedede getting attacked by the Moon on Pirate Ship Ω.
Character Showcase Video
Trivia
- 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.
- Mega Man also takes on a similar pose during his Final Smash.
- Mega Man is the only fighter who, excluding throws, has canonical names for all of his attacks, unlike most fighters who only have a select few named attacks.
- Mega Man's Classic Mode plays homage to his original NES games, primarily Mega Man 2.
- The first four fights reference Ice Man, Metal Man, Wood Man, and Quick Man with the character choice, stage, and music.
- The battle against multiple Mega Men homage the boss rush that occurs near the end of the games.
- Galleom is a tribute to the Guts Tank in Mega Man 2, further emphasized by Guts Man's theme playing in the background.
- The final battle is a reference to Mega Man 2's final boss, with Dr. Mario being Dr. Wily and Mewtwo being Alien Wily.
- 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 three to feature a fight against a boss (in this case, Galleom) outside of the boss round, the other two being Bowser and Hero 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.
- On the other hand, Shulk is the only other character who fights Mega Man as Classic Mode opponent, aside from both Mega Man himself and Pac-Man (both which are tied with Snake as the least common fighters for Classic Mode opponents).
- 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.
- 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.
- 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.
- Barring DLC characters, Mega Man, Snake and Pac-Man are the least common opponents for the Classic Mode routes, as they are fought in 3 different routes.
- Although Mega Man fights multiple alternate costumes of himself in his own route, as well as being fought in Pac-Man's route with Snake and Little Mac in Round 4, Shulk is only other fighter to have Mega Man for a Classic Mode opponent.
- 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.
| |
---|---|
Fighter | Mega Man (SSB4 · SSBU) |
Assist Trophies | Elec Man · Wily Capsule · Zero |
Stage | Wily Castle |
Enemy | Mettaur |
Other | Bass · Energy Tank · MegaMan.EXE · MegaMan Volnutt · Proto Man · Star Force Mega Man · X · Yellow Devil |
Trophies and Spirits | Trophies · Spirits |
Music | SSB4 · Ultimate |
Masterpiece | Mega Man 2 |